Currently employed at CD Projekt Red, in the Gwent team.
Gwent: The Witcher Card Game
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 programmer, my main contributions are 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). I was also involved in other features of the UI, but with more limited contributions (bugfixing, refactoring, extending etc). Occasionally I also programmed tools.
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 an IAP store, new enemies and minor gameplay changes, but due to the publisher ceasing all activities was never released. 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 minor parts were realized either by my team-mates or by a programmer working under the publisher of the game, Mangatar; they 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 (in Unity3D).
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.
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.
Description: This app was developed to integrate with a propietary backend system from Megatris LLC. The aim of the app was to manage all the maintenance deadlines involved in the ownership of a car. Numerous extra features were present in the app, like a catalogue of the car models with data scraped from wikipedia or the geolocalization of mechanic workshops that choose to register to the service. The app was developed in android sdk with java language.
What I did: I was involved as a junior programmer, implementing several internal classes and the management of a number of screens.
This is a shader demo I made to demonstrate some things I can do with shaders. It's a work in progress, as of now it allows to use one camera shader, one geometry shader and several vertex/fragment shaders.
Since webGL doesn't support geometry shaders, I've decided to make a windows build you can download here.
3 days later this was the result, did I mention that I'm flexible and a quick learner?
You can play it here or watch the bot play for you.
What the hell?!?
This is a 2 player fighting game where you have to fill your opponent's house/cave with molten lava. Jumping will create a wave or reflect one against your opponent.
This was a 4-people team project made in GlobalGameJam 2017 where I contributed the player controls, input system, procedural mesh system used for rendering the waves and level design. The game was done in under 48 hours.
Thinking with Shapeshifts
Thinking with shapeshifts is a project I realized in just 3 (almost sleepless) days during Ludum dare 35, working alone. It's a rather simple platform game where you have a gun that can shrink and grow objects in either height or width, with 7 levels and controller support. I've realized in this time every asset of the game with the exception of the player movement controller and the main character. The game was developed in Unity3D for a webgl target platform.
The main challenge was to experiment with 2D animation here, since this was my first time dealing with such a task on the art side of it. Also producing the music and sound effects has been quite an interesting experiment. Except for the main character all of the 2D assets have been produced by hand-drawing with pencil on paper, then photographing the drawing and lighting/coloring with photoshop where needed. Animations were realized by using the puppet warp tool. Sounds were made with Bfxr. Music was made with sunvox.
- GlobalGameJam 2016 – Deus Vult – rts game – unity3d/android
- Redbit game jam (2015) – DefEdge – tower defense with tap-to-kill mechanic – unity3d/android
I realized and maintain this website by myself. I started from a clean Linux install, installed all the rest of the LAMP stack (Apache, Mysql, Php), wordpress and edited the theme to fit my needs. I'm also responsible for every last bit of content in here.
I am an experienced software development engineer with an emphasis on game development. In my career I've worked in a few shipped games for mobile platform before entering the AAA world with CD Projekt Red. I'm also an hard-core gamer who learned to type before learning how to hold a pen in his hands.
CD Projekt Red
April 2017 – present
Developer – Unity3d
Sleeping Volcano Entertainment
August 2013 – August 2016 (3 years)
Developer – Android
May 2012 – January 2013 (9 months)
Master’s Degree (3+2) in Computer Science
Università degli Studi di Napoli 'Federico II'
Drawing and comics courses (4 years)
Scuola italiana di Comix
Painting (3 years-interrupted)
Accademia di Belle Arti di Napoli
For a more detailed cv see my linkedin profile
I'm acustomed to work and develop software in different OS.
TOOLS & LANGUAGES
Althought in the last years C# has been my main focus, in the course of my carreer I've also worked with other languages.
My main work instrument for the last years has been Unity3D but I've also operated with a variety of tools in the past. I learn quickly and I can easily pick new things to work with.