
GAME DESIGNER
Game designer with more than two years of AAA professional experience, focused on nurturing my creative mind, gathering inspiration from any source outside of gaming, and challenging myself to be a better human every day.
I have experience in Unreal Engine 4, Asura (Rebellion), and Unity. Developed ten games for PC and consoles over the span of six years. Capable of rapid prototyping, creatively structured, agile development, visual scripting, and experience working in teams of up to 150 developers.

UNANNOUNCED AAA
Role - Gameplay & Systems Designer
Release date - 2022
Genre - Shooter
Engine - Asura
Team size - 150 developers
Released - Steam, Xbox, Playstation, Epic Games, Windows Store
Responsibilities - To design, implement, and iterate over player progression, achievements, in-game rewards, cameras, and smaller systems.
CAPTAIN STARSHOT
(UNIVERSITY PROJECT)
Role - Gameplay Designer
Release date - 2019
Genre - Rouge-lite
Project duration - One year
Engine - Unreal Engine 4
Team size - 22 developers
Released - Steam
Responsibilities - To concept, prototype, test and iterate upon abilities, enemies, and combat encounters.

SNIPER ELITE 5
Role - Gameplay & Systems Designer
Release date - 2022
Genre - Third-Person Shooter
Engine - Asura
Team size - 150 developers
Released - Steam, Xbox, Playstation, Epic Games, Windows Store
Responsibilities - To design, implement, and iterate over player progression, achievements, in-game rewards, cameras, and smaller systems.


DA INVINCIBLE
(UNIVERSITY PROJECT)
Role - Game & Combat Designer
Release date - 2018
Genre - First Person Shooter
Project duration - Eight weeks
Engine - Unreal Engine 4
Team Size - 18 developers
Released - Itch.io
Responsibilities - To develop weapons and enemies, balance combat scenarios, establish game metrics, and define the core loop of the game.
PASSION PROJECTS



PROJECT EDEN
Role - Tech Designer
Release date - Unreleased
Engine - Unreal Engine 4
Team size - 4 developers
Status - Unreleased
Responsibilities - To concept and develop the climbing system, inspired by the systems in games like Assassin's Creed and Tomb Raider. Assist level designers by developing level mechanics.
48 HOURS GMTK GAME JAM 2020
Role - Game Designer - Artist
Release date - 2020
Engine - Unreal Engine 4
Team size - 4 developers
Status - Released
Responsibilities - To concept the game, implement mechanics, and iterate on the game feeling. On this Game Jam, I took the challenge to develop and implement all the in-game art assets.
SKILLS AND KNOWLEDGE
GAME DEVELOPMENT
Visual scripting, fast prototyping, player camera systems, agile development, conducting playtesting, maintaining systems, and fine-tuning mechanics.
GAME ENGINES
Asura (Rebellion), Unreal Engine 4, Unity, GameMaker, and The Divinity Engine 2.
With a focus on visual scripting.
LANGUAGES
Spanish (Native)
English (Professional Proficiency)
Italian (Intermediate)
INTERDISCIPLINARY COMMUNICATION
Communicating information to producers, team leads, stakeholders, and fellow co-workers. Also facilitating a better communication between all parties involved.
PRODUCTION
TOOLS
Jira, Confluence, HacknPlan, scrum methodologies, and Trello.
Evidence daily work, maintain boards, and create stories and tasks.
OFFICE 365
PowerPoint, Word, Excel, Outlook, Microsoft Teams,
GRAPHIC DESIGN
A three years degree in Graphics Design, specializing in Editorial Design and Logo Design.
VERSION CONTROL
Perforce, Jira, SVN, and Github.
ADOBE SUITE
Illustrator, InDesign, Lightroom, and Photoshop.
ABOUT ME
Hi, my name is Stefano De Petris. I'm a Game Designer and my main focus is Gameplay & Systems Design.
So far, I have developed ten games, in the process of which I have worked as Gameplay & System Designer. What I love about my profession, is having the chance and challenge to work on a team of highly creative professionals and develop amazing games that will entertain people through fun interactive experiences.
By doing this, I aim to give back all the joy the gaming industry has given me ever since I can remember. Whether I'm designing, prototyping, working on game feel or developing mechanics, the player's experience is my top priority as a Game Designer.
