Game Programmer crafting solid mechanics and great game feel

I'm Luca, a Game Programmer passionate about gameplay mechanics and game feel. I collaborate closely with designers to create, iterate, and polish mechanics that support strong game feel and long-term maintainability.

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Play On Worlds

Lead Programmer (Dec 2023 - Present)

Maui: The Shape Shifter

Lead Programmer on Maui: The Shape Shifter, responsible for guiding the programming team during active development.

Core responsibilities include implementing gameplay systems, UI features, and the main character’s abilities and mechanics, with an emphasis on flexibility, fast iteration, and maintainable architecture.

The role involves close collaboration with a multidisciplinary team of 9 programmers and designers to prototype, refine, and polish gameplay features.

Reusable gameplay systems are designed and implemented for use across multiple areas of the game, supporting long-term scalability.

The project has reached its vertical slice milestone, and the Steam page is live and open for wishlisting.

Unity C# PC Console

Orbit Studio

Gameplay & Porting Programmer (March 2022 - Oct 2023)

Haunted House

Developed enemy behaviors, UI systems, and gameplay features as part of the core gameplay team.

Worked closely with the Lead Programmer on core mechanics and boss encounters, contributing to both design iteration and technical implementation.

Led the porting of Haunted House to all major platforms, including PlayStation 5, Xbox Series, Nintendo Switch, and PC.

Solved gameplay and AI challenges specific to a 2.5D isometric stealth experience, balancing technical constraints with player readability and game feel.

Unity C# Playstation 5 Xbox Series Nintendo Switch Steam

QUByte Interactive

Porting Programmer (January 2020 - March 2022)

Contributed to the console porting of multiple shipped titles across Unity, GameMaker, and Unreal Engine, working on gameplay systems, local multiplayer features, performance optimization, and platform-specific integrations.

Knight's Retreat

Worked on Knight’s Retreat, a multi-platform title, focusing on cross-platform architecture, controller support, and console-specific save/load adaptations.

C# Unity Nintendo Switch Playstation 4 Xbox One

Super Hiking League

Developed multiplayer systems, async save/load logic, and ghost replay functionality for Super Hiking League.

Resolved console-specific rendering and post-processing issues.

GML Game Maker Local multiplayer Nintendo Switch Playstation 4 Xbox one

Damn Dolls

Unreal Engine project focused on console porting and performance optimization.

Compiled the engine from source to support Nintendo Switch, optimized rendering and post-processing, ensuring stable performance.

C++ Blueprint Unreal Engine 4 Nintendo Switch

Additional shipped titles contributed to at QUByte Interactive, across Unity, GameMaker, and multiple consoles.

GML Game Maker Switch PS4 Xbox One Local Multiplayer
C# Unity Switch Motion Control Support
GML Game Maker Switch
GML Game Maker Switch
C# Unity Switch
C# Unity Switch
C# Unity Switch
C# Unity Switch
C# Unity Switch

Universidade Anhembi Morumbi

Bachelor's Degree in Game Design

Studied the full game development pipeline, with exposure to design, art, production, and programming.

From early on, I gravitated toward programming, particularly gameplay systems and mechanics. I was drawn to building interactive systems that are modular, reusable, and capable of interacting with each other to create emergent behavior.

Personal Projects

A collection of focused projects that showcase how I approach gameplay architecture, code structure, and system-level problem solving.

State Machine Demo

Implemented a hierarchical, component-based state machine designed for reusability across players, enemies, and interactive objects.

The system emphasizes modular behaviors, allowing designers to compose complex interactions using reusable components, similar in flexibility to behavior trees.

Access Source Code
Unity C#

Gameplay Ability System (GAS) Demo

A focused Unreal Engine project exploring the Gameplay Ability System (GAS), including ability-driven gameplay logic, attribute systems, and scalable gameplay architecture.

Unreal Engine C++ Blueprint

Get in touch

Feel free to reach out for opportunities, collaborations, or questions.