About

Born and raised in Palermo, Italy. I've always been passionate about video games — so I went from playing them to making them.

I studied Cybernetics Engineering at the University of Palermo, which gave me a systems-thinking mindset I apply to gameplay architecture, performance profiling, and platform-specific constraints.

I'm currently a game developer at LKA SRL, working in Unreal Engine 5 on When Sirens Fall Silent. My main focus is console porting and platform engineering for PS5 and Xbox Series S|X.

EngineUnreal Engine 5, Blueprints, CommonUI, Gameplay Framework
LanguagesC++, Blueprint scripting
ToolsPerforce, Git, PIX, Unreal Insights, RazorGPU
Other3D Asset Pipelines

Experience

2026 — Present

Developer

Project Dawn · Remote

Destiny 2 preservation project — restoring server-side systems and tooling in C++/Lua with a small team.

  • —Engineered server restoration features in C++ against a widely reverse engineered Destiny 2 binary.
  • —Authored mission scripting systems, including decoupling cinematic and mission launch sequencing from arrival so retail pre-rendered movies and encounters play natively in restored content.
  • —Built a custom mission editor tool: an in-game ImGui based editor that helps developers and designers create and edit Lua mission scripts. Features include a 2D node graph, a plain English step list, a read-only generated Lua panel, validated hot reload, undo/redo, and live status.
  • —Implemented server authoritative loot systems (vendor pool engram decoding, randomized rolls) trying to match retail drop behaviour.
  • —Operated an AI driven reverse engineering and prototyping pipeline: agents performed static analysis, generated working prototypes and iterated with me until each implementation matched wanted behavior.
  • —Maintaining a large, undocumented reverse engineered codebase since joining: tracing existing systems before extending them, and keeping new work consistent with conventions set by the rest of the team.
2023 — Present

Game Developer

LKA SRL · Italy

"When Sirens Fall Silent" — PC, PS5, Xbox Series S|X — Unreal Engine 5

  • —Sole owner of the console porting pipeline for PlayStation 5 and Xbox Series S|X: build configuration, platform integration, debugging, and TRC compliance.
  • —Handled platform-specific memory constraints on PS5 and Xbox Series S|X by adjusting LOD sizes and biases, and implementing targeted Data Layer loading/unloading.
  • —Performed CPU/GPU performance profiling on PC and consoles to identify bottlenecks and suggest targeted optimizations.
  • —Implemented and validated platform achievements and services for Steam, PlayStation Network, and Xbox Live.
  • —Developed and optimized gameplay and UI systems using Unreal Engine 5 and CommonUI.
  • —Improved gamepad-first UX across all platforms: input mapping, navigation flow, and focus management.
  • —Integrated and maintained NVIDIA DLSS, AMD FSR, and Intel XeSS upscaling technologies.
  • —Extended the save-game framework to support new gameplay features and fixed versioning/platform edge cases.
  • —Developed internal developer tools: in-game debug menus, designer utilities, and analytics capture.
  • —Managed multiple Unreal Engine upgrades, guiding the team on correct update procedures.
  • —Maintaining and extending a large, multi-year production codebase since 2023: onboarded into its existing systems and conventions, then kept it consistent through repeated feature additions, platform ports, and multiple engine upgrades.
2017 — 2024

Bachelor's Degree in Cybernetics Engineering

University of Palermo · Palermo, Italy

  • —Systems theory, control engineering, and automation.
  • —Foundations in computer science, mathematics, and signal processing.

Projects

Nanite Shading Bin Analyzer

2026

Unreal Engine 5 · C++ · Tools

I needed a way to author Nanite shading bins and quickly spot what might be causing problems, so I used AI to help build this tool and save time while working on content.

Material Usage Analyzer

2026

Unreal Engine 5 · C++ · Tools

I needed a tool to quickly review my material usage and catch some mistakes I'd made early in development. It was heavily inspired by the Unreal Fest 2026 talk 'Systemic Shader Reduction: How We Cut Fortnite's Shaders by 68%' (https://youtu.be/wobQ8ZKQpbc). I needed a version that worked in 5.7, since that's what I was using at the time.

SiboarkaECS

2025

C++ · Engine · ECS

A C++ ECS engine/game thing i am working on in my free time. It is purely for learning. I am using AI to guide me through it as i have no prior experience with writing an engine. No code has been written by AI, just the CMake stuff

Destiny 2 Rip-Off

2023

Unreal Engine 5 · C++ · Blueprint

A Destiny 2 rip-off made in Unreal Engine 5 following the RyanLaley course. It features a 'orbit' like system, simple shooting via raycasts, ammo system, damage numbers, crit spots for increased damage, enemies that chase the player, loot table and physical loot drops when killing an anemy, a static NPC that has a dialogue screen and offers quests. Sadly the video does not cover this stuff and i don't have the project anymore.


Contact

If you want to talk about a project, a collaboration, or just games and engines — my inbox is open.