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PROFILE

I am Davide, a Level Designer with 5 years of experience working in Unreal Engine, Unity, and other tools, with games developed and shipped on multiple platforms.

Currently located in the Netherlands, I am driven by the passion to create cohesive player experiences, delivering the same unique sensations that drove me to game development many years ago.

PROJECTS

Halo Infinite: Industrial Beacon

A multiplayer arena for Halo Infinite developed for the competitive experience of the game and its weapons sandbox.

Role: Level Designer

Type: Self-Initiated

Key Responsibilities:

  • Designed and developed the flow of the combat in the playspaces

  • Gathered playtesting data from the Halo community and iterated following the results

  • Designed and iterated on the weapon sandbox and pick-up placement

  • Designed and iterated on the possible objectives and game modes

  • Tuned the necessary technical aspects for the multiplayer experience

  • Applied architectural principles for the navigation and affordance of the environment

Solo

Forge

3 Weeks

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PLINK PLONK

A fast-paced cooperative action game for two players where strong communication and coordination are key to achieve victory.

Role: Level Designer - Game Designer

Type: Student

Key Responsibilities:

  • Designed the core combat dynamics and the player experience

  • Implemented level progression and flow and iterated based on playtesting data

  • Designed and scripted the final encounter

  • Developed and supported the Character systems from prototyping to release

  • Designed and implemented the Camera system to enhance the player experience

  • Supported team alignment

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Team

8 Weeks

Unreal

Quake: the Fortress of Doom

A single-player level for vanilla 1996 Quake, developed to fit the original game’s experience and appeal to a veteran audience.

Role: Level Designer

Type: Student

Key Responsibilities:

  • Scripted, developed, and designed encounters and gameplay beats

  • Gathered playtesting data from the Quake community and iterated following the results

  • Built and applied a modular kit to the design process

  • Designed, built, and iterated on the layout and playspaces

  • Designed and applied the four-step level design process to the level flow

  • Lighted, textured, and iterated on the visual aesthetic of the environment

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Solo

Trenchbroom

8 Weeks

Juglr

A joyful juggling experience developed using motion tracking technology, bringing the audience to explore their movement through unique challenges.

Role: Level Designer - Game Designer

Type: Employee

Key Responsibilities:

  • Developed, iterated, and released the over 60 levels of the game

  • Implemented level logic using custom blocks

  • Updated the content of the game to fit the necessary console requirements

  • Gathered playtesting data from the target audience and iterated following the results

  • Communicated with other departments to limit blocks and meet deadlines

  • Communicated with the client to ensure the respect of the brief

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mollica ApS

Unity

Mowdown

Mowdown is a thrilling couch PvP party game that combines strategic movement, intense battles, and tactical decision-making.

Role: Level Designer

Type: Student

Key Responsibilities:

  • Designed and implemented multiple multiplayer arenas

  • Interfaced with programmers to develop playtesting tools, iterating using the collected data

  • Interfaced with artists to develop and iterate the final look of the environment

  • Implemented a system to load arenas and deliver variety

  • Managed a sub-scene framework for the levels

  • Researched competitors and created level design pillars to support the team

Team

8 Weeks

Unreal

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neat.

An elegant puzzle game based on the mechanism of the Rubik’s Cube that uses its dynamics to make players feel clever and quick-witted.

Role: Level Designer - Game Designer

Type: Self-Initiated

Key Responsibilities:

  • Designed and implemented over 70 puzzles

  • Collaborated with programmers to develop custom tools to speed up the development process

  • Designed, developed, and iterated the progression of the game and its learning curve

  • Designed, developed, and iterated on the onboarding section of the game

  • Gathered playtesting data from the target audience and iterated following the results

  • Collaborated closely with the art department to ensure the coherence of all the components

Team

Unity

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GAME JAMS AND MORE

MALWARE

An arcade fast-paced first-person shooter where precision and coordination are the key to success.

Role: Level Designer

Key Responsibilities:

  • Designed and implemented modular gameplay spaces

  • Collected playtesting data and iterated on the content

  • Modeled and implemented environment assets

EXPERIENCE ON ITCH

HOLY SHIELD

Draw spell-casting runes, keep your entire party alive, and help them defeat terrible foes in an action-packed RPG Healer simulator experience.

Role: Game Designer - Encounter Designer

Key Responsibilities:

  • Designed, implemented, and balanced the encounters

  • Defined the game mechanics and player interactions

  • Designed and supported the development of the game interface

EXPERIENCE ON ITCH

ZOMBIEVERSE

A top-down shooter set in a futuristic zombie wasteland. Survive the hordes of the mindless and set the world free, your mom included.

Role: Level Designer - Technical Level Designer

Key Responsibilities:

  • Implemented level ingredients and scripted sequences

  • Implemented checkpoint system

  • Designed and implemented gameplay spaces and sequences

EXPERIENCE ON ITCH

BATTLEZONE

Directly from the 80s, the remake of a classic vehicular-based arcade experience, now with gorgeous Unreal Engine graphics.

Role: Technical Designer

Key Responsibilities:

  • Implemented classic AI behaviours

  • Implemented classic controls and player interactions

  • Implemented classic radar, leaderboard, and player HUD

EXPERIENCE ON ITCH

WOLO - WE ONLY LIVED ONCE

Humanity went extinct following global warming, and it is now up to you to rebuild a future in this hectic top-down shooter.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed, implemented, and balanced the weapons

  • Designed and implemented gameplay arenas

  • Designed and supported the development of enemies and ingredients

EXPERIENCE ON ITCH

MAYAM

Survive an ever-growing cursed sword and finally break free navigating treacherous islands full of foes and reaching the truth.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed and implemented modular gameplay spaces

  • Designed and supported the development of enemies

  • Balanced core player interactions and verbs

EXPERIENCE ON ITCH

OOPS

People are waiting for their packages, and it’s up to you to deliver. Team up and become the fastest warehouse workers in a hectic multiplayer experience.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed and implemented gameplay spaces

  • Supported and balanced the development of the core gameplay loop

  • Designed and implemented the flow and pacing of the experience

EXPERIENCE ON ITCH

HIGH NOON SALOON

Serve drinks in your saloon at rush hour in the Wild West, keeping customers happy and avoiding the bullets of angry patrons.

Role: UI Designer

Key Responsibilities:

  • Designed the UI layout for the Main Menu, Options, and Leaderboard

  • Implemented UI logic and integrated it with the game’s functionalities

  • Implemented local leaderboard system

EXPERIENCE ON ITCH

LOOK AHEAD

Try not to lose your head in a mind-banding universe-changing puzzle game where reality is never what it seems.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed and implemented puzzle levels

  • Designed and supported the development of the core systems

  • Supported the artists’ assets integration

EXPERIENCE ON ITCH

ROGUE BALL

Dodge, dip, dive, duck, and dodge in a rogue-like build upon one of the most competitive and treacherous sports of them all.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed, implemented, and balanced the encounters

  • Designed and supported the development of enemies

  • Designed and implemented the flow and pacing of the experience

EXPERIENCE ON ITCH

SLIMESCAPE

Get your freedom from the people who have always experimented with you, controlling your fear and finding your way through the labyrinthic laboratory.

Role: Level Designer - Game Designer

Key Responsibilities:

  • Designed and implemented modular gameplay spaces

  • Set up AIs and encounters within the levels

  • Balanced the core interactions in accordance with the player experience

EXPERIENCE ON ITCH

CARP-OCALYPSE

Fishing can be a difficult job and sometimes dynamites and a bat can do the job. Get as many carbs as you can in this wacky physics-based arcade game.

Role: Game Designer

Key Responsibilities:

  • Balanced the core interactions in accordance with the player experience

  • Designed and supported the development of the core systems

  • Designed and supported the development of scripted events

EXPERIENCE ON ITCH