Alnwick Castle Meditation Time
I started my carrier in 1997 by opening a company for virtual reality development named Virtual System. I have developed multiple web and R&D projects, the most relevant being a Star Trek licensed mod for Duke Nukem 3D.
m In 1999 I joined Ubisoft Milan during its very early stages, as sole Game Designer on a licencd project. I worked on Formula 1 Racing Championship for Gameboy Color as the primary game designer and supported the design team for other projects like Rayman Arena (also called Rayman M) , Jungle Book (GBC), Donaldd Duck: Goin' Quackers (GBC), and Rayman (GBC).
From 2001 to 2003 I worked on an RnD project for a streaming technology for Digital Identity (Sun Microsystem partner). I was Lead Programmer for a local and remote software suit that ensured constant Internet connectivity while uploading video streaming for pur client TV channels. Among others we streamed the Palio di Siena and the Republic President Conference. As Research and Development we created a 5 cameras cube mapped projection streaming system that allowed a potentially unlimited amount of viewers to to llok in any camera direction at the same time. All those projects were developed for ISDN and ADSL low bandwidth connections.
From 2003 to 2011 I have been C.E.O. for Virtual Identity (Intel Partner), a console and PC game development company. The most relevant projects the company developed are Terkel The Game (unpublished; based on the movie), Marvel Heroes Lamincards (unpublished), Pirate Party Wii/DS (unpublished), and Horrible Histories: Ruthless Romans (Wii/DS/PC). During this time I have been split among :event presentations at GDC or E3; Business deals, hiring and Bank agreements; Engine development with Renderware, Nintend SDK, PhyreEngine and Virtools; Art pipelines for 3DSmax and Photoshop.
From 2011 to 2013 I have been contractor for multiple developers: Mimilab; Eve; Fiv5 Games; Novecento Games. I developed the engine and core tech for Xbox 360, Nintendo DS, PC and mobile games. Games developed during this period include Genial Football (PC browser), Wingers - Wings of Magic (PC), L'Enigmistica (DS), Fallen Angel (XBox 360 Indie), Pepita Up (iOS), Frame Fixer (iOS), and Furu Furu (iOS). This period was characterized by approval challenges from console and device manufacturers like Microsoft, Nintendo and Apple. The differences in engine, support, formats and performances helped grow in a very efficient technical artist candidate.
I joined Ubisoft as a UI Technical Artist in 2013 and moved to Newcastle upon Tyne (UK). I worked on two Just Dance multiplatform products: Just Dance 2014 and Just Dance 2015. I later joined the team that worked on The Division and had the opportunity to work on many exciting parts, from UI to skills to vehicle and snow system. I also worked with a small core team on the core tech for the procedural Underground DLC. The work has span from heavily individual contributions on UI, shaders, c# tools, RnD to hiring the team and discussing future plans and roadmap.
With the objective of working on R&D content and remote login UI/UX, I worked on the initial exploratory work for Atom Bank's online banking system. The initial phase of the project had many commonalities with Just Dance login systems and previous mobile games I worked on.
In 2017, I had the opportunity to join the Cloud Imperium Games team and work on multiple procedural systems. This compelling experience culminated into an on Stage presentation with Chris Roberts regarding the created toolset and the achieved contents used in the game (see the video of "Star Citizen" in the projects section). The procedural technology has also been presented with a story driven interview and posted to the public ATV channel ("Star Citizen: The Process of Procedural Cities" in Related Sites).
In 2018, I decided to move away from the UK with his family and his newborn and move to Canada, where I joined Rockstar. I worked on Red Deaad Redemption 2 and on core technology and pipeline for the next installment of the most notorious game serie from Rockstar. Here I was able tohelp with pipelines for validation and tp heavily contribute in research and development for new Procedural pipe lines with Houdini, C#, python AI. I have been growing from Senior Technical Artist to Principal Tools Programmer due tp my involvement in the
In 2021, to help his family in Italy with some family duties I started working as a Contractor and joined Codemasters and LiquidCube Game (NetEase partner). I worked on their procedural content pipelines with different scopes: consoles, mobile, racing games and open worlds. Recently published, EA Sports WRC (2023).
At the end of 2021 I finally had the opportunity to go back to full time projects and joined Scopely as a Contractor Technical Art Director. I contributed to their pipeline updates in Unity and wrote a new PBR pipeline.
In May 2022 I moved to a new position as Contractor Technical Art Director for Riot Games in League Studio team for the Teamfight Tactics game.
In April 2023 I moved to Los Angeles with Riot Games and worked on multiple projects with them until January 2024. Technical innovations and new ideas brought TFT to Las Vegas with new Live events.
In January 2024 I joined the HoYoverse Character Looks & Dev team to work on very innovative and futuristic technologies. In May I returned to Canada to be closer to my family and friends and find new adventures.