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Third-Person | Hack 'n Slash
November 2024 - Present

Unreal Engine 5

• Working in a team of 3 to develop “Silens” as Game Designer & Technical Combat Designer, using Github for source control.

• Designed and implemented every part of the combat loop, iterated and improved the combat flow and took care of every animation blending.​​​

• Designed and implemented every combat encounters throughout the world balancing weapons' strength and enemies behaviours to create a challenging and fun combat.​

• Designed and implemented mechanics such as Wallrun & Grapple to move around the game world.​

• Designed and implemented the player locomotion system from scratch.​

• Collaborated with the rest of the team to test and improve combat mechanics and overall game feeling.

University Projects

• Worked in a team of 3 to develop “Tales Of Lemuria” as Game Designer, using Github for source control.

• Designed the player experience and implemented combat, puzzle and traversal mechanics. ​

Collaborated with my counterpart Raffaele Loconsole (3D Artist) to create a cohesive experience both visually and mechanically.​​

• Iterated and improved every combat encounters to create a better combat flow.​​​​

Third-Person | Action
February 2024 - April 2024

Unity

2D | Roguelike
October 2023 - November 2023

Unity

• Worked on “From The Ashes” as a solo University Project, using Github for source control.

• Designed the whole experience and implemented combat, roguelike elements and movement mechanics. ​

• Designed and implemented procedural nature of the game rooms layout and content.​​​

• Implemented my very first Boss Fight and iterated to make it both challenging and fun to play rewarding players for good resource management and risk taking.​​

• Iterated and improved every combat encounters to create a better balance between world exploration and combat.​​

First-Person | Psychological Exploration Game
February 2023 - April 2023

Unity

• Worked on “The Weight of Emptiness” as a solo developer for my first University Project, using Github for source control.

• Designed the whole experience bringing the focus to the narrative and exploration mechanics. ​

• Researched, conducted studies and interviewed various people to get a better grasp of the themes set to drive the game narrative.​​​

• Researched and implemented the use of trigger warnings and resources useful to the player in case they feel distressed or need help.​​

• Iterated and improved the game pace to create an emotionally charged adventure that would be less than 10 minutes long, as per my assignment.

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Hello!

I'm Filippo, an Italian-Born Game Designer living in London. I recently graduated from UEL with a First Class Bachelor of Arts in Game Design. My specific focus is Combat Design and I have 4+ years of game development experience primarily in Unreal Engine and Unity. 

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I absolutely love to create; more specifically, I love creating mechanics that subtly teach the player through gameplay. My main focus is combat design so it comes to no surprise that some of my favourite games are Sekiro, the Ninja Gaiden series, Sifu, God of War, Hollow Knight and Elden Ring. I also clocked thousands of hours on RPGs such as the Elder Scrolls series, the Diablo series, Baldur's gate 3, Final Fantasy X, The Witcher 3 and Cyberpunk 2077. ​​

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When I'm not making or playing videogames, I love reading, cooking, coffee and dogs. If you enjoy the stuff I've been making, please feel free to reach out!

 

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©2022 by Filippo Angeletti

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