Portfolio

Description: According to the internet, (almost) the greatest thing to ever happen, featuring the holy Keanu. A First person perspective RPG set in the world of Cyberpunk 2020 half a century later, made by CD PROJEKT RED. Developed with a proprietary engine (redengine 4), involving C++ and a scripting language similar to ActionScript.

What I did: one of my works was visible in the 2019 gameplay reveal, it’s the hacking panel visible here:

Aside from that I worked on a number of screens and hud elements, such as the perks screen, braindance UI, SMS messages, codex, quest screen, in-game currency notifications, quest notifications, in-game internet browser, cooldowns/status effects indicators and some more. I also worked on tools used by writers and designers, in particular content management tools used to insert, track and access both in editor and at runtime assets related to quests, in-game websites etc. Part of my work occasionally consisted in proposing some UI/UX changes and planning for features with mockups and design docs.

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Gwent

Description: Gwent is the CCG from The Witcher franchise of CD PROJEKT RED. The game was developed in Unity3D.

What I did: I’m working on Gwent as a UI programmer. Given the nature of the game as a live service there have been different versions of it. In the first period, my main contributions were the In-game News system and the Profile panel, for these features I was tasked with building them from scratch (in our framework of course, including animations). Part of the main menu was done by me too (carousel and buttons creation procedure) and I worked on the board’s timer as well. I was also involved in other features of the UI, but with more limited contributions (bugfixing, refactoring, extending etc). Occasionally I also programmed tools.

Later on the UI was revamped and I participated more in depth, by developing a virtual lists implementation that was used across all our UI elements with a considerable improvement of performances all over the game.

of course I also created new menus, like the battle cosmetics selector:

I was also the owner of the credits system and some other things like the battle intro or the taunt wheel.

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Thronebreaker

Description: a hybrid of an RPG and a CCG from The Witcher franchise of CD PROJEKT RED. Developed in Unity3D alongside with Gwent.

What I did: Gwent and Thronebreaker shared quite a bit of code, my work is contained in both, see below for more details on what I developed. Most of the thronebreaker-specific work was to fit the tools developed for Gwent inside the codebase and apply the dedicated changes to the systems I had ownership over.

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Enotria

Description: A Souls-Like action rpg set in Italy, still unpublished as of date of writing.

What I did: I worked first in the role of lead programmer and then as a tech director. I was in charge of our software architecture and discussing feasibility and estimates of development duration, with veto power. In was also coordinating tech with other departments and managing my team from a “people perspective”.

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Mirror Invaders

Description: Mirror Invaders is a vertical shooter, inspired to Space Invaders, to which we added two new elements: the ability for the player to customize his ship with multiple weapons and the ability for the enemies to copy the weapon set of the player for an almost endless replayability. The game was developed in Unity3D. Formerly published on android, it’s now only available through direct apk download.

What I did: This game was developed in a really short time (a couple of months). I’ve realized almost all of the code for the game and all of the UI integration in unity.

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Ninja Clone

Description: Ninja Clone is an endless runner game for mobile with a touch of novelty: you can have up to 7 runners all controlled by one finger. The game was released on both android and iOS devices. The first release was enough of a success to push the development of a second version with new enemies and gameplay changes, but due to the publisher ceasing all activities was never released. For the same reason the game isn’t available for download on the stores any more. The game was developed in Unity3D.

What I did: As for my contribution I’ve realized around 70-80% of the code for the game, from the pooling system to the integration of the unity analytics package, the procedural generation of backgrounds and enemy patterns and so on. Some parts were realized either by my teammates or by a programmer working under the publisher of the game, Mangatar; the team realized the code to manage the player’s animations, the integration of the translation plugin for international localization and a host of tracking plugins. I also realized all of the UI mechanics and animations.

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