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 ot 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.
DISCOVER MORE
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.
DISCOVER MORE
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.
DISCOVER MORE
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
DISCOVER MORE
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
DISCOVER MORE
Solo
Trenchbroom
8 Weeks
DISCOVER EVEN MORE