Giandomenico Lombardi

Technical Game Designer

(one pager portfolio)

Team Projects

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Solo Projects

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indicate gamejam projects)

(click banner above to visit my Itch.io page)

To The Core
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RECOGNITION:

  Steam – 50k Downloads

  NHTV – Best Game Y3 (2018)

  NHTV – Audience Award Y3
   (2018)

PROJECT DETAILS:

  Team: Team Rougelike* 

  Team Size:  30 people

  Role: Technical Designer,
Level Designer

  Duration: 11 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: 3D Action Platformer

*(not a typo)

RESPONSIBILITIES:

• Creating prototypes to test new ideas for game concepts, combat mechanics, game loops, and procedural level structures.

• Pitching internally in the team new game concepts and designs.

• Working in collaboration with artist, programmers, and fellow designers to create, tweak, and polish new game features.

• Creating level chunks to be used in a procedural level generator, in collaboration with environment artist, programmers, and other level designers.

• Realising the high-level vision of my chunks from initial block out through to final shipped product.

• Planning, executing and refining my level chunks from high-level concept to low-level scripting.

• Creating game cinematics used both in game, and as clips in trailer(s).

Cats on M.E.C.H.s: Landfall!
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DESCRIPTION:

Local multiplayer arena first person shooter.

Cats aboard a space carrier crash landing down to Earth, must  in badass mech suits, to determine who gets to take the escape shuttle.

PROJECT DETAILS:

  Team: Epic MegaBois 2019

  Team Size: 5 people

  Role: Technical Designer

  Duration: 7 Days

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Arena Shooter

RESPONSIBILITIES:

  Designing and implementing combat mechanics, player controls, and game camera, and creating player animations

  Designing and implementing main game loop and related game systems

  Implementing bots with basic AI used to allow developers to test their features autonomously

  Created a vision for, then shot and edited the gameplay trailer

  Coordinating individual team members to ensure we would be working towards the same vision and goals

  Mentored and provided technical assistance to fellow developers

Blinky - Rise to the Top
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 PROJECT DETAILS:

  Team: Banana Pillar Studios 

  Team Size: 3 people

  Role:  Technical Designer, Level Designer, Producer

  Duration: 6 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: 3D Platformer

RESPONSIBILITIES:

 Creating and realising the core vision for this game in a solo gamejam project, which later was expanded into this team project

 Designing and implementing player traversal mechanics, as well game controls and camera

 Creating simple particle effects and animations, to improve the feel of certain player and level mechanics

 Designing and implementing main game loop systems

 Designing and implementing level mechanics and hazards

 Supporting other designers on the team by providing technical feedback, and polishing their prototypes for game mechanics

 Designing and whiteboxing first area of a overworld hub used for player onboarding and level selection

 Planning, executing and refining my vision for an overworld hub from high-level concept to low-level scripting

 Realising the high-level vision for some of the levels from initial block out through to final shipped product.

Dimensional Holes Invaders!
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DESCRIPTION:

Third person arena shooter, where you have to fight waves of extra-dimensional invaders coming out all around the city.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 3 Weeks

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Arena TPS

RESPONSIBILITIES:

 Designing and implementing player mechanics, game controls, and camera

 Sourcing and implementing character animations

 Designing and implementing enemy AI behaviours

 Designing and implementing main game loop related systems

 Designing and implementing HUD, menus, and spatial user interface elements

 Sourcing and implementing audio and visual assets

NO SuperHERO Game
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DESCRIPTION:

Sandbox action game with a top down perspective, where you take control of a super villain free to wreck to city with your enhanced strength and movement.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 1+ Month

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Action

RESPONSIBILITIES:

 Designing and implementing player traversal and combat mechanics, as well game controls and camera

 Implementing and blending character skeletal animations

 Sourcing animations from Mixamo.com, and reworking them in Maya to support Root Motion in Unreal

 Designing and implementing main game loop and related system(s)

 Designing and implementing user interface, such as HUD and menu(s)

 Designing and implementing AI behaviours

 Designing, sourcing assets for, and implementing the audio for the game

(GIFs below, click on to play)

Heist in the Deep Mine
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DESCRIPTION:

Multiplayer top down stealth game.

Sneak past the miners to fill your chest with gold from the mine, before the hourglass empties.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 5 days

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Stealth

RESPONSIBILITIES:

 Creating a vision for the core gameplay and setting

 Designing and implementing main game loop

 Designing and implementing player mechanics, as well as game controls, local multiplayer support, and static game camera

 Designing and implementing enemy AI behaviours

 Creating low poly props and modular environment assets.

 Realising my vision for the gameplay space from initial blockout, to set dressing and lighting pass

 Designing, sourcing assets for, and implementing the audio for the game

Lone Bullet Western
HighresScreenshot00017
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DESCRIPTION:

Single player arena twin stick shooter.

The player must race their opponent in trying to find a bullet hidden in the saloon, to shot their foes with.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 5 days

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Twin Stick Shooter

RESPONSIBILITIES:

 Creating a vision for the core gameplay and setting

 Designing and implementing player mechanics, game controls, and dynamic camera

 Designing and implementing the main game loop 

 Designing and implementing enemy AI behaviours

 Creating low poly props and modular environment assets.

 Realising my vision for the gameplay space from initial blockout, to set dressing and lighting pass

 Designing, sourcing assets for, and implementing the audio for the game

Gladius Promptu
Gladius Promptu Icon
Play Video

DESCRIPTION:

Single player top down hack n slash arena game.

Fight waves of enemies in all-vs-all last man standing gladiator fights, using weapons throw into the arena which will break after a single use.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 2 days

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Hack ‘n’ Slash

RESPONSIBILITIES:

 Creating a vision for the core gameplay and setting

 Designing and implementing player mechanics, game controls, and static camera

 Designing and implementing the main game loop

 Designing and implementing enemy AI behaviours

 Designing, sourcing assets for, and implementing the audio for the game

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