Computer Engineering graduate from Politecnico di Torino, with a Master's degree and a focus on interactive systems and real-time graphics. I've been building games and VR experiences since 2021 — across internships, studios and personal projects — always with the same goal: make it feel good to play.
Built and optimised two VR applications for Oculus Quest 2: FrejusVR (URP port, performance optimisation, QA) and EliTech BeGenius VR (full experience design, sound design, gamification).
Shipped multiple WebGL arcade games across different genres — sidescrollers, three-match puzzles, bubble shooters. Responsible for design, implementation, progression systems, UI, audio and QA.
Working in enterprise software while continuing to develop games independently — Sands of Dawn (UE5), Alpine Rescue 2.0 (Unity VR) and other personal projects.
Crafting precise, responsive mechanics across multiple genres — from combat systems to puzzle logic. Focus on clean architecture, performance and player feel.
Designing engaging loops, balancing characters and skills, and shaping the overall player experience from concept to final product.
Designing intuitive interfaces and interactions that feel natural, especially in VR. Obsessed with minimizing friction and maximising clarity for every player.
2+ years of experience implementing gameplay, UI, AI logic, terrain and Editor tooling. Proficient in URP, optimization and cross-platform deployment including Oculus Quest 2.
Building games in UE5 with a solid C++ foundation alongside Blueprints. Focused on performance, animation systems and soulslike combat mechanics.
Every project starts with understanding what needs to feel good — before writing a single line of code. Game feel, player flow and interaction logic are thought through first.
Shipping something broken isn't shipping. I test edge cases, stress mechanics and catch issues before they reach anyone else — from hitbox sync to UI state management.
From academic projects to professional studios, I've consistently shipped on time — scoping realistically, cutting when necessary and keeping quality where it matters most.
Worked across soulslike combat, VR simulations, arcade puzzles and enterprise software. I adapt quickly to new codebases, tools and team workflows without losing momentum.
