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PROFILE

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

Currently at Bohemia Interactive, 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.

PROFESSIONAL EXPERIENCE

ARMA 4

Role: Junior Desiger

Guerrilla

Decima

Enfusion

Bohemia Interactive

HORIZON HUNTERS GATHERING

Role: Design Intern

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

Key Responsibilities:

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

  • Designed and authored content to fit the necessary console requirements

  • Adhered to the intended player experience, gathering data from the target audience

  • Implemented and revised scripted sequences using custom logic blocks

  • Aligned the design to the clients’ requirements and necessities

  • Organized multiple departments to limit blocks and deliver within deadlines

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mollica ApS

Unity

projects

OH, BUGGER!

A First Person Shooter where players unleash carnage with powerful tools of destruction, fending off hordes of wall-walking enemies capable of appearing out of every corner.

Role: Level Designer

Type: Student

Key Responsibilities:

  • Designed and developed blackouts for multiple environments.

  • Designed and developed combat encounters and gameplay beats.

  • Designed and implemented multiple level ingredients and level design building blocks.

  • Collaborated with the environments artists to support the cohesiveness of the player experience.

  • Gathered playtesting data and iterated on geometry, encounters, and gameplay beats.

  • Designed and prototyped 3Cs system and additional gameplay functionalities.

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Team

Unreal

32 Weeks

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

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