Awesome Project —

Game & Level Design

Fast World Design is a personal World and Level Design exercise focused on rapid iteration and efficient environment creation in Unreal Engine 5.8. The goal was to design and assemble a complete playable environment within a strict 10-hour time limit, while experimenting with new terrain and world-building tools available in UE5.8.

The project allowed me to explore fast landscape creation, terrain composition, foliage placement, environmental composition, and the use of existing assets to quickly transform an initial idea into a playable space. Basic assets from the Epic Games Marketplace were used throughout the environment, keeping the focus on Level Design, World Building, composition, and workflow rather than asset production.

Total Development Time: 10 Hours

Engine: Unreal Engine 5.8

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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