Personal Projects

Talisman

The first project I’ve ever worked on was the mobile game Talisman: an infinite vertical scrolling platformer developed on Unity where the player had to avoid monsters and collect coins to beat his highscore.

Working alongside two of my fellow students from Roma Tre, my main contribution was, among other tasks, the game’s main mechanic. By double-jumping, the player spawned a clone that he could shoot towards himself dragging his finger on the screen, turning him into a bouncing bullet. He could also jump three times to slow down time, making it easier to aim with the clone.

Though there had been some difficulties during the development phase, it was an important experience that taught me conflict resolution, teamwork and communication.


University Projects

During my last year at Università degli Studi Link, I worked on two short sci-fi Unity games, one by myself and the other with one of my peers, both of which were developed for an exam. The first one was Moon Base B-19 and the other was Escape McBoris Facility.

In Moon Base B-19, the player is an astronaut who has to leave a moon base before an asteroid hits it, exploring the rooms and finding all the key codes necessary to get the space suit and force open the base’s entrance.

Escape McBoris Facility is a stealth game, the player has to simply avoid the flying drones and deadly trap floors to escape a mad scientist’s facility. It is comprised by a short tutorial level and a larger main level. Once it had been built, the game has then been published on itch.io under the Drunken Deer’s Inn page.

Both games were supposed to be short sci-fi games that lasted from 5 to 10 minutes, making use of freely available assets and displaying what we had learned during the Game Development course.


Escape from Emptyness

While working at Dotslot, I designed and developed an educational game whose goal was to make children understand computational thinking simply refered to as the Coding Game. The user had to control the player-character with action cards, forcing him to define the sequence of basic instructions to solve small mazes. The objective was to move the character to the goal while also fetching all the required items along the way in the most efficient way possible.

The Coding Game was developed for the software Verse and was an educational experience tailored for children from elementary to middle school. It was showcased at Didacta Firenze 2024, gaining moderate success among the target audience and teachers.

Intrigued by the mechanic, I chose to rework it for a dark themed puzzle game temporarely titled Escape from Emptyness. In a similar way to the Coding Game, the player had to cross a dark forest, avoiding obstacles and reaching rest-points. Here, the player would then be able to interact with other characters or find hints to the protagonist’s mysterious past.