
Game Developer
In this role, he navigated technical uncertainty while also contributing to product strategy, marketing direction, and high-level decision-making, consistently overcoming complex engineering challenges.
He later transitioned into the AAA gaming industry, successfully adapting to large-scale projects within structured, enterprise-level environments. His background as a former client gives him a unique perspective on service delivery and stakeholder expectations, enabling him to align technical execution with business goals and consistently deliver high levels of client satisfaction.




The goal of Overdroid was to provide a new degree of freedom to electronic entertainment products leveraging the blockchain techonology.
Won a few startup competitions in Italy:
Achieved important milestones with the product:
Responsibilities:

Issued Jun 2025
Issued Jun 2025
1Team extension of the Supermassive Games Engineering Team, contributing to several areas such as gameplay development, UI, engine maintenance, and workflow tools. Supported the project throughout both the prototype and release phases, helping to bring key gameplay features to life and to develop studio/engine tools.
Responsibilities: close collaboration with Design and Audio departments to clarify requirements and improve the product; implemented new gameplay features and iterated on existing prototype features to bring them to production level, including support for multiplayer; CPU and memory profiling and optimization on PC, PS5 and XSX; sequencer: maintenance of custom engine changes and general bug-fixing; designed and implemented a tool that allows to better distribute the workload for specific assets (the tool made use of weighted graphs and clusterization to solve the minimum N-cut problem); worked on a custom version of the Movie Render Queue tool, intended to statically render sequences outside the game.


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