Skills
Projects (click to view)
- Bollingen Tower Project - Project that recreates Bollingen Tower, the residence of C.G. Jung, on Lake Zurich
- Open World Project - Open world for which I developed the level design
- Ancient Colonnade - High Fantasy Level Art execution in UE5, translating a classical ruin concept into an epic, real-time environment.
Thanks to my academic background, I have acquired solid experience in video game development with Unreal Engine. I manage every phase of the creative and technical process, handling:
- Level & Environment Design – Creation of immersive environments and game structures
- Illuminazione & Rendering – Management of lighting and visual quality
- Blueprint & AI Systems – Visual programming and behavior systems
- UI & Cutscene Design – Intuitive interfaces and cinematic sequences
- Sound Design & Audio Implementation – Audio management for an immersive experience
Projects (click to view)
- Ancient Colonnade - Asset Kit: A modular set of ruins, modeled in Maya and textured in Substance Painter.
During my studies, I developed a solid proficiency in using Maya, gaining experience in 3D modeling focused on level art. I created assets and complex geometries, focusing on:
- 3D Modeling – Creation of low-poly and high-poly game assets
- Texturing & UV Mapping – Application of materials and efficient management of UVs
- Retopology & Optimization – Optimization of meshes for game pipelines
- Scene Assembly & Layout – Assembling the scene and positioning objects within the level
- Lighting & Pre-Visualization – Management of lighting for preliminary visualization
Projects (click to view)
- 3D Materials - A series of 3D materials created with Substance Designer
- ActionBot & ScoutBot - Texturing done in substance Painter
- Ancient Colonnade - Asset Kit: A modular set of ruins, modeled in Maya and textured in Substance Painter.
I developed a solid proficiency in using Substance Painter and Substance Designer, mastering the creation of high-quality textures and materials. I focused on:
- Material Creation (Designer) – Development of procedural, tileable, and complex materials
- Texture Authoring (Painter) – Texturing of 3D assets using advanced layering and masking techniques
- Baking & Maps Generation – Precise generation of maps (Normal, AO, Curvature) from high-poly models
- Smart Materials & Workflow – Creation and management of Smart Materials for a fast and efficient workflow
- Output Optimization – Optimization and export of textures for integration into game engines (Unity/Unreal)
Contact