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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.

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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.

Currently NDA

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. 

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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.

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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. 

ORIGAMOIDS
(UNIVERSITY PROJECT)

Role - Game & Level Design

Release date - 2017

Genre - Tower Defense
Project duration - Eight weeks

Engine - Unreal Engine 4
Team size - 12 developers
Released - Itch.io

Responsibilities - To implement levels and prototype enemies and develop the player movement.

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PASSION PROJECTS

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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 GLOBAL GAME JAM 2019

Role - Game Designer

Release date - 2019

Engine - Unreal Engine 4

Team size - 11 developers

Status - Released 

Responsibilities - To develop, together with other designers, the item dropping feature, balancing drop rates of items and tweaking the players' movement.

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.

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CONTACT ME

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