CV as it was in September 2024
I’m a platform engineer!
Working as contractor in People Can Fly (ex Epic Games Poland) as a Senior Build Engineer.
I am presently working on retainer as a contractor for Anguilla-based consulting company NHB Consulting SEZC, providing networking support for MikroTik devices and cybersecurity coaching for its senior staff of digital nomads.
Pursuing in my free time a Cisco CCNA certification. <- Never enough time for this!
Worked very briefly in Crytek, as a Build Engineer to maintain the automated processes to build Crysis 4, Hunt and CryEngine and distribute them to customers and QA. Python was the main scripting language of the build system.
I worked as the Build Engineer of GameMaker engine, part of YoYoGames, subsidiary of Opera as a contractor.
As part of my responsibilities, I designed with Python, C# and Powershell the automated process for compiling and packaging the game engine runtimes and IDE across a wide range of platforms, including Android, HTML5, iOS, Linux, Mac, WebAssembly, Windows, and tvOS.
Additionally, I utilized SDKs for consoles such as PS4 and PS5, Switch, Xbox One, and Xbox Series XS, to ensure the seamless functioning of the game engine and IDE on these platforms.
Compilation was performed as a mix of on-premises and the cloud, with and without Docker containers.
AWS services like S3 were also used for the pipeline for artifacts storage.
Helped as a Junior C++ Software Developer in Zuru Tech a medium-sized team develop an arch-viz BIM software with a fork of Unreal Engine 4 using C++14, Visual Studio and Rider. My tasks involved writing reliable tests that detected potential flaws and errors, contributing to the overall stability and robustness of the building.
Briefly worked as a Junior Gameplay Programmer for Ubisoft
Career break to work on myself and to study programming 🌱
I developed for a startup called Sfera Productions: VR virtual tours, experiences, documentaries, and video games; with a small team using various early-market headsets such as Oculus DK2, HTC Vive, Samsung Gear, Cardboard, and Daydream.
We utilized Unreal Engine 4.x as our development engine. One notable collaboration was with Cranio Creations, an Italian board game manufacturer, where we digitized a tabletop board game to run within Unreal with VR controllers.
We showcased multiple VR video games and experiences at Lucca Comics & Games, one of Europe’s largest comic-cons, where we had our own stand. Additionally, I contributed to the publication of a video game on Steam.
Alongside occasional C++ programming, my main focus was on performance optimizations.
As we were running VR simulations on hardware not specifically designed for virtual reality, including high-end Android phones like Samsung Gear compatible devices, I tackled challenges related to draw calls, pixel overdraw, mesh optimization, and benchmarking bottlenecks within projects. Also extending Unreal’s Blueprints functionality using C++.
I collaborated for a startup “ITC Consulting” with a small team on a driving simulator project using Unity Engine, C#, and external libraries.
2013: First place in Rotary Club Rome C++ competition
2013-2016: Sapienza Rome University, Computer Science, left after a while to work in the job sector with startups and 3D engines because there were no 3D courses available in university
My native language is Italian and I use English regularly in a professional context