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{'Hesitation is Defeat'}

Hi there,
I'm Alberto!

Game Developer & Software Engineer.

This is my portfolio, simple as that. Mostly videogames projects with a bit of tech verticalities. What mainly interests me is to explore engineering techniques, patterns and optimization applied to games.

Master's Degree from Politecnico di Torino, specialized in Graphics and Multimedia. With a strong foundation in computer engineering, I've developed a diverse skill set ranging from low-level system programming to high-level software architecture.

Unreal Engine & Unity
C++ Enthusiast (also C# and Python)
OpenGL & Graphics
Machine Learning & AI
3D Modeling & Animation

Portfolio & Accomplishments

Below is a selection of my recent work across different domains, ranging from game development to machine learning and 3D animation.

Professional Work Experience

VR/Engine Programmer @ GRANSTUDIO

Working on DigiPHY system, an adaptive mixed-reality seating buck in support of automotive design process. Digiphy Website

Gained expertise on:

  • Unreal Engine Framework extension and customization.
  • Engine/Editor-Programming level features for in-engine custom functionalities.
  • Game and Editor level maps, lifetime, UObjects and Asset Management.
  • Networking with custom server systems, collaboration and multiplayer.

C++ Programmer @ GRANSTUDIO

Working also on extending custom OpenXR layer, as an API layer injected inside OpenXR stack during execution. Used for autoalignment.

  • Real-time communication with external edpoints (Rest, Websockets).
  • High-performance, multi-threaded algorithm for autoalignment.
  • C++ OOP with RAII pattern and best practices (compiles in C++ 26).

Unreal Engine Unreal Engine 5

Self-driven projects developed for educational and skill-building purposes, aimed at mastering Unreal Engine 5 workflows and systems:

Aura: Top-Down RPG

Exploiting UE Gameplay Ability System to create scalable character abilities and effects in a top-down RPG game. Everything in the project logic is self-developed. Part of Stephen Ulibarri "Unreal Engine 5 - Gameplay Ability System" intermediate 104 hours course. More technical info in repo README.

Slash Demo Screenshot
Slash: Soulslike Demo

Prototyped core combat mechanics inspired by Soulslike games, focusing on animation montages, hit detection, and simple enemy AI behavior, along with all basic tools provided by the engine. Project results of Stephen Ulibarri "Unreal Engine 5 C++ The Ultimate Game Developer Course" 58 hours course.

Unity

Project Mecha-Ball

Isometric puzzle game featuring a small robot. Help its AI train and become the best problem-solving system. Developed in a 6-person team as part of the "Game Design" course. Worked specifically on:

  • Basic concept and design, Game design and level design
  • High-level player logic, player controller and multiple control module system
  • Player animation system, procedural animation and its interaction with physics
  • Integration of FMOD Studio and audio engineering
True Vision

True Vision | GGJ 2026

Project developed during the 2026 Global Game Jam in a team of 5 people. Worked as programmer, specifically on:

  • Attacks, hitbox and enemy-interaction mechanics
  • Hook mechanic with interaction with walls and object dragging
  • In-game buttons and plates with trigger logic associated
  • Game architecture, audio system, level logic
  • Base concept and demo level
Plague in Milan Screenshot

Plague in Milan

Project developed during the Virtual Reality course in a team of 4 people. First person, narrative, and educational game. Worked specifically on:

  • AI of NPC with Behavior Trees
  • Locomotion, Animation system and and dynamic animation blending of NPCs with AI
  • Global lifecycle and scene management

C++ & OpenGL

Dragòn Dragòn - 2D Scroller Game

Gained experience with C++ coding principles and data structures in the context of game development, while also working with OpenGL graphics library. Specifically, I worked on the design and implementation of:

  • Main game loop system
  • Graphics classes (sprite_renderer, shader, texture, post_processor)
  • Post processing shaders
  • Gameplay logic, data structures for increasing difficulty and levels

ML, Programming & Graphics

N-Body Cuda Simulation

N-Body Cuda Simulation

Project that implements a GPU-accelerated simulation of an N-body system using the all-pairs approach. The application computes gravitational interactions using NVIDIA CUDA, supplemented by real-time visualization and performance benchmarking.

  • Parametric tiling with Shared Memory that decouples tile width from thread block size.
  • Multi-threaded OpenGL implementation with dynamic GPU memory mapping for exchange between compute and visualization.
  • Runtime GPU profiling and optimization based on parallel programming techniques.
OS1616 Demand Paging

OS/161 Demand Paging

OS161 Kernel extension: Demand Paging Memory System Implementation.

  • Low-level C project with explicit kernel memory management.
  • Demand paging with per-process page tables.
  • Swap space management.
  • Dynamic ELF loading and TLB handling.
The Postman Animation Screenshot

"The Postman" Animation Reproduction

CGI reproduction of "The Postman" ad spot, project for the “Computer Animation” exam at Politecnico di Torino. Created a 30-second 3D-animated video using Blender; worked specifically on:

  • Modeling, rigging and animation of the dog.
  • Scene animation using modern keyframing and motion techniques.
  • Video sections on which I worked: 0:11-0:13; 0:18-0:23, 0:27-0:29 (fence).

🆛 Dragòn - 3D Environment

CGI render of an original environment, part of the project for "Computer Graphics" exam at Politecnico di Torino. Applied both classical and modern modeling techniques, including fluid simulation, sculpting, soft and rigid bodies, dynamic painting etc.

  • Censer modeling, material and rigidbody simulation for chains
  • Lava simulation, Dragon tooth, Marble fence, Walls and floor

🤖 Machine Learning/AI Projects

  • Manga Auto Colorization: CNN Model for automatic manga colorization. GitHub Repo
  • Human and Object Detection for Security Systems: Prototype script using the YOLO detection system for Object and Human detection. GitHub Repo

💻 Other Programming Projects

  • EZ-Electronics: Online store web application developed for Software Engineering exam. GitHub Repo
  • Misfortune Game: A web application developed in React and JavaScript (frontend and backend). GitHub Repo

Contact Me

Interested in collaborating on a project, hiring me, or just want to chat about game development? Feel free to reach out using the form below!