PROFILE
I am Davide, a Game Designer with 5 years of experience working in Indie and AAA productions, using Unreal Engine, Unity, and proprietary tools, shipping games across multiple platforms.
Currently Junior Mission Designer at Bohemia Interactive, I am a Player-Experience-driven developer with an Analytical and Rational approach to the craft of game design, blending process and creativity to deliver coherent, compelling, and magical experiences.
PROFESSIONAL EXPERIENCE
ARMA 4
Role: Junior Mission Designer
Guerrilla
Decima
Enfusion
Bohemia Interactive
HORIZON HUNTERS GATHERING
Role: Encounter 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:
Grayboxed, scripted, iterated, and released the over 60 levels of the game.
Authored content to fit console compliance to meet the client’s scheduled release date.
Gathered data from the target audience to align the player experience to the client’s demands.
Implemented scripted narrative sequences using custom logic blocks and sequencing tools.
Designed the experience around the technological constraints agreed upon with the client.
Aligned multiple departments to limit blocks and bottlenecks to meet the scheduled deadlines.
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mollica ApS
Unity
projects
PLINK PLONK
A fast-paced cooperative action game for two players where strong communication and coordination are key to achieving victory.
Role: Level Designer - Game Designer
Type: Student
Key Responsibilities:
Designed, implemented, and iterated the core combat dynamics and the player experience.
Developed and supported the Character systems from prototyping to release.
Designed and implemented the progression flow of the experience, from onboarding to boss fight.
Supported production with agile development processes to meet goals within the given timeframe.
Developed online leaderboard and scoring system to support the competitive nature of the experience.
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Team
8 Weeks
Unreal
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, developed, and iterated blackouts and modular elements for multiple environments.
Designed and scripted encounters and level ingredients to support the player experience.
Supported integration of visual and gameplay, collaborating with the Environment Art team.
Gathered playtesting data, analysed, and iterated to improve and align the player experience.
Designed and Character, Camera, and Controls to support the early stages of development.
Supported production with agile development processes to meet goals within the given timeframe.
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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, developed, and iterated blackouts to define map flow and encounter spaces.
Gathered playtesting data from the Halo community to support the iteration process.
Designed and iterated the weapons sandbox and placement to enhance the player experience.
Designed objectives and placement to leverage the encounter spaces and support the flow of action.
Cleaned up geometry and collisions to ensure a smooth and comfortable competitive experience.
Applied architectural principles for navigation and affordance to command the flow and the experience.
Solo
Forge
3 Weeks
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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 encounter spaces, gameplay beats, flow, and player experience.
Gathered playtesting data from the Quake community to support the iteration process.
Designed, built, and implemented a modular kit to ensure defined metrics and speed up iteration time.
Applied the four-step level design process for the level flow to control the flow of the experience.
Lighted, textured, and iterated on the visual elements to support the intended player experience.
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Solo
Trenchbroom
8 Weeks
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