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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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