Building gameplay systems and AI for Unity and Unreal, from rapid prototypes to production-ready features.
Born in Florence in October 1990, I’m a game designer and programmer with a Computer Science degree from the University of Florence.
I’ve worked across studios, universities, and client projects, specializing in technical game design, gameplay programming, and AI systems—especially combat and character behaviors.
I contributed as a technical reviewer for Packt Publishing on Unity Artificial Intelligence Programming, and I work daily with Unity and Unreal Engine on both B2B and B2C projects, including AR and VR experiences.
Gameplay systems and AI development since 2019, using Blueprints and C++ to ship performant, scalable features.
Hands-on experience since 2017 across B2C and B2B: VR/AR apps, gameplay systems, AI, and reusable architectures.
Game AI systems, behavior logic, navigation, and iteration-friendly debugging tools for fast tuning and collaboration.
Designing and tuning combat that feels responsive, readable, and balanced—across multiple genres and control schemes.
Rapid prototyping, balancing, documentation, and data-driven workflows that connect design intent to implementation.
Game design and development education: mentoring students and juniors with production-ready workflows and clear feedback loops.
Unity/Unreal development across B2B and B2C: XR (VR/AR), gameplay systems, AI behaviors, and technical game design, collaborating with multidisciplinary teams from concept to delivery.
Teaching game design, prototyping, Unity, and Unreal (Blueprint & C++). Mentoring students and junior developers with production-ready workflows, iteration-first pipelines, and hands-on project reviews.
Technical review of Unity Artificial Intelligence Programming, validating code accuracy and improving clarity to maximize practical value for AI-focused developers.
R&D on XR applications and interactive prototypes, including the Colux VR/AR project (Unity). Focus on data-driven architecture, reliability, and a clean pipeline for fast iteration.
Contributed to an unannounced PC/console title by implementing enemy behaviors and AI logic (hierarchical state machines) within an agile, production team environment.
Led development as main programmer on interactive and XR projects, owning core architecture, gameplay/interaction systems, and technical pipelines from prototype to delivery.
Worked on Football Drama (HD/Switch), supporting gameplay and technical design: porting constraints, input adaptation, UI/UX adjustments, and tooling support.
Front-end and back-end development for CRM software. PL/SQL database work, data migration, and process optimization to improve reliability and internal workflows.