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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