Awesome Project —

Game & Level Design

Dark Stronghold

This thesis explores how verticality shapes the player experience in Action RPGs, combining theory and practice. I studied key works in level design and game studies — including An Architectural Approach to Level Design (Totten), Level Up! (Rogers), A Theory of Fun (Koster), and A Practical Guide to Level Design (Bauer) — to build a solid theoretical foundation. Alongside case studies from Dark Souls, Elden Ring, and Dishonored, these texts guided the design of a multi-layered dungeon prototype in Unreal Engine 5, set within a Dark Fortress. The project investigates vertical connections, shortcut systems, and layered navigation to craft spaces that reward exploration and foster immersion.

Release : September 2025

Update : October 2025 With Final Build & Final Video

Please contact me if you would like to view the documentation and written thesis.

Main team-based project set in a psychedelic universe, blending roguelike mechanics with action platforming.
I was responsible for the overall direction and vision of the game, focusing heavily on Level Design. I designed a layered world structure with vertical exploration, alternate paths, and a dynamic camera system that highlights key traversal areas.

Release : 2025/2026

Blockout City

A solo developer experiment focused on exploration-driven level design. The goal was to create a blockout map that rewards players for paying attention to visual cues and discovering non-linear routes.
I handled all aspects of the project, including spatial layout, exploration flow, and environmental readability.

Release : January 2025

Project Midnight: Rogue Robbery

A stealth-action game where players control a master thief infiltrating a secretive organization to steal legendary jewels before they fall into the wrong hands.
I led the creative direction and designed levels that emphasize stealth mechanics, risk management, and environmental strategy.

Release : June 2024

Third Person Shooter

Personal project developed in Unreal Engine 5 to deepen my technical skills.
Created following a certified course, the game features a working third-person shooting system, complete with aiming, feedback, responsive controls, and a structured map layout to support combat flow.

Release : May 2024

Reminiscence

A narrative-driven Walking Novel set in 1980s America, where the protagonist Natan relives memories shaped by love, loss, and trauma. The environment dynamically changes based on his emotions.
I designed the gameplay structure and levels, focusing on environmental storytelling and emotional progression through spatial and visual transformation.

Realese : June 2023

During my three years of study, I developed 6 small prototypes, including 5 remakes of well-known games such as Crossy Road and Geometry Dash, plus a B2B prototype created in collaboration with the Brera Academy of Milan.

Please contact me for further details.

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