- ๐น๏ธ Gameplay Developer specialized in UE5 & C++
- Master in Unreal C++ @ Rainbow Academy (95/100 | 100/100 in C++ Programming)
- Git Certified Specialist through GitKraken Learn
- Focus on Technical Gameplay Architecture and full-cycle development
- ๐ Based in Rome, Italy, you can find me everywhere online as @pittabio.
- ๐ซ Explore my full projects and technical deep-dives at pittabio.github.io.
- โค๏ธ I am a Tomb Raider enthusiast โ the saga that sparked my passion for game development.
- ๐ Available for remote work, national relocation, and international relocation with company support.
| ๐ผ Professional Profiles | ๐ Community & Social |
|---|---|
Impactful gameplay development projects focused on UE5 and technical scalability.
๐ก๏ธ Ruins' Rhapsody
An action-adventure framework showcasing a custom third-person movement system (climbing, ledge navigation, swimming) and tactical combat AI. Built with a modular C++ component-based architecture and Level Streaming for a seamless, load-free experience.
๐GitLab || ๐itch.io || ๐GameJolt
๐ธ Goblin Jr. Adventure
A 3D platformer built with a hybrid C++/Blueprint framework. Key technical features include a robust local leaderboard system, asynchronous loading screens, and custom data persistence for collect-a-thon mechanics.
Collaborative Tower Defense created for the Rookie Awards 2024. Responsible for systemic mechanics engineering, including spatial placement validation, modular C++ portal systems, and an event-driven survivor rescue framework.
๐Hosted on Contributor's itch.io
Mobile survival action prototype. Focused on C++ performance optimization for Android, high-density enemy spawning, and a polymorphic meta-progression shop system driven by data tables.
๐ฆ Flying Bird
A technical study on cross-platform deployment and event-driven architecture. Implementation of Dynamic Multicast Delegates to decouple gameplay logic from UI and Audio systems in a 3D environment.
Experimental projects dedicated to mastering advanced Unreal Engine frameworks.
Technical deep-dive into Unreal's most powerful framework. Focused on implementing attribute management, complex gameplay effects, and modular ability mechanics for scalable combat systems.
Research into modern AI decision-making, leveraging Unreal's State Tree system for high-performance, event-driven NPC behaviors and mission logic.
Projects from my growth process and collaborations that never shipped or are currently on hold.
- Project Pyramid: Designed and implemented the full Gameplay AI system using C++ World Subsystems, perception ghosting (Dummy System), and EQS search patterns.
- Echoes of the Witch Wood: Focused on modular save system pipelines and decoupled interface-based communication between characters and environment.
If you appreciate my projects and want to help me continue developing technical tools and gameplay experiments ๐