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Portfolio

Unfortunately most games I have worked on while at PTW and deltaDNA are and will be under a lifetime NDA.

MR-Sparks of Hope LOGO

 

Role: Game Designer (+ Product Owner)

Timeframe: October 2020 - Current

Involvement / duties: 

 

On main game:

I started as a Junior Game Designer on the project, learning the ropes of how ingredients (the equivalent of prefabs or game objects with both a logic and AV behaviour) are handled and made. Throughout the development I also became Product Owner (PO) of a major exploration feature as the team shifted to an agile framework, relying on Scrum teams. As a PO I work alongside a producer by guiding a team of devs from all departments (art, code, design, QC, etc.) on the development of this feature. This was in addition to my regular tasks as a Game Designer.

Among my main duties, I focus on game design/feature documentation, working on game objects from their earily prototypes to their final and polished version taking care of their behaviour and interactions with the world in gameplay. 

During development I have been promoted to Game Designer and I currently still work on M+R:SoH with a focus on ingredients: creating and maintaining game elements for both exploration and combat - which also rely on different systems and work environment needs and limitations.

On DLCs:

NDA - currently I cannot disclose any details of my work on the DLCs. However, I a can say I am involved in the development of all 3 DLCs.

Ghost Recon Breakpoint.png

 

Role: Development Tester

Timeframe: May 2019 - September 2020

Involvement / duties: 

 

I joined Ubisoft as they were knee-deep into production, in time for the E3 builds, OTTs, mechanics implementation and all the polishing up to release. Post-release (4th October 2019), I continued working on Breakpoint towards bug fixing, other content patches and title updates (3 episodes tied to Year 1 Season Pass). My main focus on the game was tied to the vehicles, AI and 3C scopes. 

As a development tester, my main duties reloved around creating test plans, bug reporting and verification passes of new integrations, working on custom builds to verifty either new integrations or attempted fixed which may have caused new regressions. Thereby ensuring these changes were safe to introduce in the respective branch without causing any regressions. Furthermore, as development moved to post-launch updates and live events, I had even further say in design feedback, working closely with others to figure out edge cases and best solutions that somewhat shaped mechanics and systems.

EVE_Valkyrie_logo.png

 

Due to CCP's policy of updating the credits every six months, I - unfortunately - am no longer in the credits of the latest version of the game. However there was proof of my involvement on the project from the early stages of release. 

Eve: Valkyrie was developed by CCP Newcastle with the support of Pole To Win (Glasgow) for its QC/QA. This is a space dog fighting VR title initially launched on PC VR Oculus and PS VR. Later on, in between live updated, non-VR play was also added.  

Copia di io.png

 

Role: Functionality Tester

Timeframe: April 2016 - September 2017 (intermittent, loc work in between)

Involvement / duties: 

From daily smoke tests on new builds to regression testing, exploratory testing, investigating player reported bugs, creating and running test suites for major updates and alike. Working in a 6-10 members team and splitting work on a regular basis on our own accord or based on priority needs for the day/week.

Anthrocratos

 

Description:

This game was initially conceptualised and developed for Integrated Project 3 module (University project) answering to our client's request: making a game which revolves around the Anthropocene topic. Over its development it was also adapted to better fit the "ecology and sustainability" category for Yourope's submission.

Additional comments:

Award winner of the Yourope competition, hosted by Games for Change Europe. 

Winner of the Serious Games Society 2016 award, 2nd place Academic Category.

 

Role: Designer

Tools and Engine: Unreal Engine 4, MS Office, 3DS Max

Developing time: 10 weeks (IP3 and Yourope's deadline).

Genre and game style:

Anthrocratos is a turn-based strategy and resource management game. It can be used to create scenarios around the concepts of human/urban expansion and ecology. Maps are procedurally generated to add replayability value and variations in strategies for each game. This is achieved by randomising a number of bioms per map, their size and position, the remaining empty tiles are then filled with plains. The game involves two players competing to achieve their goal before the opponent does (reaching 500 happiness). To do so, the players have to juggle their resources and plan out how they will expand and what will they rely on. Players can only build by starting  from an adjacent tile to the city centre and then subsequently only to tiles that belong to them.

Buildings are divided into 3 categories: basic (one for each resource type) and upgrade versions of the above which can lean towards either more eco-friendly solutions (i.e. recycling centres or windfarms) or not (i.e. intensive farming or incinerators). Of the two. the first provide a higher "production" of happiness while the latter focus more on the production of the three resources (Food, Money and Energy).

Depending on the tile a building has been constructed on, a bonus or a penalty may be applied to their production thereby adding stategic value to player's choices. Additionally, players will have to be wary and adapt their strategy according to events which may be triggered, all of which are dependant on chances generated by the related conditions. An example of this is the case in which both players collectively build on over 70% of mountains and forest in the map, this condition will trigger an event which will cause unhappiness to both players for a certain amount of time depending on the buildings they have and the type of upgrades. Similarly, an event may occur if too many landfills are present (each building generating a hidden percentage that increases the chance of triggering the event). A pop-up text will inform the players  that there is an excess of waste which they have to deal with, either by upgrading their landfills or demolishing them.

Lastly, some events are based on EU regulations and are triggered purely on a random chance.  

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