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Combining both my backgrounds as developer and content creator, I started a MSc in Games and I'm putting a lot of effort in becoming a good game developer.
I've a good command of object oriented programming and patterns due to my studies and experience. I'm also experienced in content creation, particularly in 2D graphics and video editing. Moreover, I succesfully managed many student teams, thanks to my understanding of both the technical and artistic needs.
I'm a sociable person, well suited for teamwork, always open minded towards new ideas and approaches. I like new challenges and I quickly adapt to overcome them, keeping my motivation under pressure without ever sacrifing the product quality.
C1, IELTS Academic 8.0 (2019)
Mother tongue
I'm always up for a game night at Bastard Café. I love strategic board games.
I regularly role/master Pathfinder 2E campaigns with friends, streaming them on Twitch.
To me, true happiness lies in eating a good Neapolitan-style pizza.
I got the Logician INT-P personality in the 16Personalities online test.
I currently work part-time as an Android Developer for Shape A/S, implementing both logic and layout changes for their clients' apps. The apps I worked on include Fitness World, OK - Tank, wash and park, Solar Mobile and Nordisk Film Biografer. My work at Shape has included:
Shape is an award-winning digital product studio, with a team of 100+ devoted in-house developers, designers and strategists who combine innovation with digital craftmanship to deliver lasting products for mobile and beyond.
In Shape I've been hired as a student Android Developer with little experience, but I've quickly developed my skills completing many different tasks in 6 different projects. Most of the task I've completed required highly custom solutions to deliver high-class functionalities and animations for some of the company's biggest clients.
Working at Shape I've also improved significantly in working in a big team, acquiring in-depth knowledge of tools like the Atlassian Suite, Localise, Zeplin, Postman, Charles and many other.
During my time at Shape I achieved the following results:
During my studies at ITU, I've been working as a Teaching Assistant for the Mobile App Development course in the MSc in Software Design. As a TA, I've worked in close contact with the professor to improve the course quality for all students. In particular I've had the following responsibilities:
ITU hired me as a Teaching Assistant for the course on Mobile App Development, thanks to my skills in Android Development acquired in my job at Shape A/S. The role of TA required constant communication with both the professor and the students.
The course - Mobile App Development - is taught in the MSc in Software Design and covers the basics of Android development from scratch. The book we followed for the most part is "Android Programming: The Big Nerd Ranch Guide 3rd Edition" and the course focused on Java.
My communication with the professor has consisted of constant feedback on the material prepared for classes, helping him when he needed snippet samples or in case of technical bugs in Android's libraries implementation.
My communication with students has instead consisted of weekly office hours to help them with any doubts or issue related to the weekly classes and assignments. In the last part of the course I also helped students planning their final app assignment and overcoming any issue they faced while developing it.
Some of the experience I've acquired from being a Teaching Assistant have been:
MK Media is a company holding two major online press publications in Italy. My roles inside the company has been multiple, all involving the creation of content in various forms. My main focus has been on creating videos, editorial pieces and graphics for social media and editorial usage.
Some key results I achieved by working in MK Media have been:
MK Media is a company holding two major italian online news websites, TuttoAndroid and TuttoTech. TuttoAndroid is the second biggest news source about everything regarding the Android ecosystem in Italy, while TuttoTech covers a wider range of technology-related topics and is growing at a fast pace.
My major focus on both TuttoAndroid and TuttoTech has been creating high quality content, like product reviews, editorial pieces or advanced guides and tutorials. Other than written content, I created many videos aimed for TuttoAndroid's YouTube Channel. My videos were always written, shot and edited entirely by me, and their contribute helped almost trebling the channel's subscribers (more than 200'000 as of my last video).
I also represented MK Media at many product launch events and major business fairs, like the Mobile World Congress in Barcelona and the IFA in Berlin. Thanks to these opportunities, I had the chance to meet and network with many major personalities in the consumer technology market.
Other than creating user-focused content, I also often worked in MK Media to produce graphic content for the websites and social medias, as well as to design stickers, bags, T-shirts and other branding accessories. Furthermore, I entirely designed and created both TuttoAndroid's and TuttoTech's YouTube channels' graphic layout and video animations two times.
On a smaller scale, I also did some freelance work for MK Media by creating custom snippets and custom site heading for special events.
During my work in MK Media I achieved the following results:
Memorex is a walking simulator game not focused on mechanics complexity but on world building and delivering a chill experience to the player. It was developed in Unity as an exam project in the MSc in Games at the IT University of Copenhagen. This game focuses on narrating through gameplay the memories of a teenager related to their Japanese dad and childhood items. My contributions to the project include:
Memorex is a very simple walking simulator game, the main focus of which is to guide the player to a teenager's fantasies in a chill and relaxed mood. During the game the player just walks around Rex's dreamy world and explore it slowly, stepping on some stones to piece together all of Rex's memories.
This project was developed in Unity as an exam project in the MSc in Games at the IT University of Copenhagen. Initially conceived to explore relaxed gameplay through nostalgic walkman imagery, Memorex became a game about the relationship of Rex - a teenager - and his father who lives in Japan. The game starts from Rex's bedroom, where the protagonist finds a shamisen (a japanese guitar-like instrument) sent to him as a gift from the distant father, and then moves to a fantasy land. Here, Rex goes through his memories, finding his videogames, the first fishing and sushi with dad and other experiences that helped him grow as the person he is now. Finally, Rex returns to his room, called for dinner by his mom, and the game ends with this cyclic metaphor.
I developed this in a team of 5 students and many of my ideas ended up in the final product. In particular, my contributions include:
Dispattern is a smartphone-based interactive music experience developed as an exam project in the MSc in Games at the IT University of Copenhagen. This app has been made in Unity and features support for 1 to 4 concurrent players, engaged in creating music together by drawing colored lines on their screen. Any other person connecting to the app can spectate to the music played. My contributions to the project include:
Dispattern is a mobile interactive music experience aimed to connect up to 4 players simultaneously, in order to create beautiful music together. The players can draw platforms with simple swipes, and the note produced varies in relation to the platform's length.
This project was developed in Unity as an exam project during my MSc in Games at the IT University of Copenhagen. The multiplayer component is handled via Firebase, which handles platforms' transactions and player states. If more than 4 users connect at the same time, the ones not playing can spectate and listen to the music piece, while waiting for their seat to play.
While developing Dispattern, I've had the chance to improve in these regards:
Evolutionary Platformer is a game made in Unity as an entry for the Lvl One Jam. Originated from the theme of "Left Behind", the game idea revolves around modifying the layout of the level and the game's parameters during your run, so that the next players will find a slightly different game every time. My contributions to the project include:
Evolutionary Platformer is a 2D vertical scrolling platformer in which you are a monk trying reach Nirvana by jumping your way up to the sky on various types of platforms, while avoiding the demons floating around and the darkness creeping up from the bottom.
This game was made in Unity as an entry for the Lvl One Jam. Originated from the theme of "Left Behind", in Evolutionary Platformer you can enter Zen Mode to stop time and edit the level by moving around any one platform or enemy, in order to save the monk from death or to make your life easier. Moreover, after each death or level completion, the monk's Karma changes and the player can select one of three options that will modify some in-game parameters like the gravity, the player speed, the number of edits per run and so on.
During this game jam I decided to work with a team of people I did not know before, and I took on many responsibilities:
Tank Ball is a fun-packed couch multiplayer game developed as an exam project in the MSc in Games at the IT University of Copenhagen. This game has been made in Unity and features support for 2 to 4 players, with state of the art handling of input via controllers. My contributions to the project include:
Tank Ball is a fun-packed couch-party game in which you can brawl in macthes with 2 to 4 players. You're a cartoonish tank and need to touch the ball 3 times to get a chance to spike it down and destroy your friends' tanks. Meanwhile, you can shoot other tanks to bump them away or dash to avoid bullets and spikes.
This project was pitched by me and got selected to be developed as an exam project during my MSc in Games at the IT University of Copenhagen. The core idea was about playing volleyball with flying tanks, but we pivoted and polished the game until we reached a game we felt it was real fun for both casual and seasoned players.
While developing Tank Ball, I was responsible for most of the high level roles:
Light of The Moon is a basic bullet-hell boss arena battle game developed as an exam project in the MSc in Games at the IT University of Copenhagen. The game has been made in SimpleRenderEngine, pure C++ and Box2D to test game architecture notions. My contributions to the project include:
Light of The Moon is a basic bullet-hell boss arena battle game made with free isometric 2D sprites. The aim of this project was never meant to become a polished finished product, whereas this was developed as an exam project in the MSc in Games at the IT University of Copenhagen to showcase low level programming ability.
This project was developed in Simple Render Engine, a simple game engine developed by a PHd at ITU. Using SRE meant not having the usual visual shortcuts modern game engines provide, as well as having the full control over which type of architecture to use to handle game objects. The code was entirely written in C++, to handle physics and collision we used Box2D and to load data we used RapidJSON.
I took part in all decisions about the architecture and patterns to be used in the project, but some of my personal contribution to the codebase include:
I've developed the key functionalities of this simple Android videogame using Unity and coding it in C#. The game is a 2D platformer, with a ninja character who can attack with a sword and shoot fireballs to various enemies, while trying to reach the end of the level.
The learning of Unity and the development of the game took me approximately one week, but I plan to continue the development and enhance it in the future. While developing this game, I had a chance to improve in these areas:
Ninja2D is a small videogame project I created to learn the basics of Unity. The game is a 2D platformer developed primarily for Android, but easily portable to other platforms. In this game the player controls a ninja character in 2D linear levels with the goal of reaching the end of each one without falling from the platforms, while also facing some enemies. The player can jump, crouch, attack with a sword or shoot a fireball forward, while two of the enemies are a frog that jumps back and forth on platforms and an eagle that follows the ninja while he's within a certain range.
This videogame was entirely made by me except from the characters sprites and the background tiles, taken from royalty free assets. As a first experiment with Unity and C#, it took me approximately one week to study the basics of the game engine and to develop the actual game. Even though the concept is really simple, I plan to continue the development in the future in order to add levels and enemies and enhance the control and combat system.
Some features of Ninja2D to highlight are:
Lupus is my personal take on the party game Werewolf. I designed this variant of the game to include new characters and modified other ones to balance the game for even more people. I worked on this project on my own, with just a little help for the characters' central artworks, drawn by a friend. Some of the experience I got out of this game:
Lupus is my personal take on the party game Werewolf. It is a game were 9 to 37 players can roleplay a set of characters from a little village, were were a pack of werewolves started decimating the population during the nights.
To play, a master anonimously deals a card to each player and then narrate the events. One game round consist of day and night, and each part has different rules: during the night everyone close their eyes and one at a time some individuals with special powers get called by the master to open their eyes and use their power. Lastly, all werewolves open their eyes and decide on a prey to devour among all the other players. During the day, instead, all the player who are still alive discuss the current turn of events and ultimately settle on a person to burn at the stake, on charges of being a werewolf. The game ends if the good villagers burn all the werewolves or the number of alive good characters equals the number of alive werewolves.
Some things worth mentioning by my experience designing Lupus are:
This is a video I shot all by myself during the summer of 2018 for a luxury B&B in France. As an advertisement, the video is fast paced and shows all the best features of the Manoir Du Moulin B&B with B-rolls.
Some key features of this projects are:
Manoir Du Moulin is a luxury B&B in Sainte-Hermine, a small town in the Provence region, in France. While I lived there during the summer of 2018, I was asked by the owners to create an advertisement video for their B&B business.
I shot all the video sequences with a Panasonic Lumix G6 and a Panasonic Lumix G X Vario 12-35mm f/2.8 lens. I did not have all my equipment with me, so the video was shot on a budget with just a tripod, a slider and two portable LEDs.
The product is a fast paced video showcasing all the Manoir Du Moulin suites, as well as the common spaces and the gardens on the outside. This required multiple days of shooting, as the suites were often occupied by clients, so I had to organize a schedule for the shootings and prepare in advance a list of B-rolls to shoot.
The final product has been edited primarily in Adobe Premiere, were all the clips were cut and organised into the timeline to match the rhythm of a background music I chose. To enhance the overall quality some animations and effects have also been created with the aid of advanced presets on Premiere and also by using After Effects.
I am currently attending a Master Degree in video games development. This MSc consists of both advanced aspects of Computer Science and practical projects in making actual games, both in groups and as an individual. As of my experience so far, I've already improved in various aspects:
This two-year-long master degree in Games is a programme for aspiring Game Developers from the IT University of Copenhagen and it's entirely taught in English. The structure of the courses is partly fixed, but there is a great flexibility in terms of electives and projects, allowing the students to develop their skills in many different ways.
Most of the courses from this programme require a team project to be handed in, as well as written reports to reflect and explain the work behind the final product. Many of the games created during this master ended up being small games, which can be found in my portfolio.
The full list of courses I've taken so far is the following one:
This 3-year Bachelor in Computer Science was my highest curricular education and was focused on learning how to be a software developer. It helped me in achieving several crucial skills for a software developer, through both frontal lessons and pratical projects. Some of the skills I've acquired from my studies are:
This three-year-long bachelor degree in Computer Science was entirely taught in Italian at the University of Padua. The structure of the courses was mostly fixed, with just two elective courses. Many exams required some practical projects to be carried out, either by the individual student or in a team.
The third year was concluded with a two-month-long internship in a company (Tradenet Services) to develop an actual project. My final bachelor thesis is based on that internship experience, and it's called "Design and development of a cross-platform application using React and React Native".
The full list of exams I succesfully passed in order to get my bachelor degree is the following one:
My High School studies have been focused on scientific subjects, while also keeping a high level of education in humanistic fields like History, Philosophy and Latin. As a student of Liceo Levi I achieved the following goals:
References available upon request.