Giandomenico Lombardi

Technical Game & Level Designer

(one pager portfolio)

Team Projects

(click on thumbnails to move to the related project)

Personal Projects

(pink borders

indicate gamejam projects)

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

To The Core
Play Video

RECOGNITION:

  NHTV – Best Game Y3 (2018)

  NHTV – Audience Award Y3
   (2018)

  Steam – 50k Downloads

PROJECT DETAILS:

  Team: Team Rougelike* 

  Team Size:  30 people

  Role: Technical Level Designer

  Duration: 11 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: 3D Platforming-

 Roguelike

*(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!
Play Video

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: First Person 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
Play Video

 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 Platforming

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.

Heist in the Deep Mine
Play Video

DESCRIPTION:

Multiplayer top down stealth game.

Players have to try filling their own chest with gold from the mine before the hourglass empties, avoiding the miners patrolling the area.

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
Play Video

DESCRIPTION:

Single player top down arena shooting game.

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

About Me

Hey there!

My name is Giandomenico “James” Lombardi.
I am a very passionate game designer with 5+ years of experience, specialised in gameplay design, level design, implementation and game feel, with additional experience in UI/UX design and production roles.

I graduated from the Breda University of Applied Sciences (formerly NHTV), where I was mentored from industry veterans, fulfilling my life long dream of becoming a game developer I had since a very young age.
On the side I really like participating in game jams, so far taking part in over 25 jams both in small teams and by myself.

I had the opportunity to work in several multidisciplinary teams as part of my education, across different game projects in an industry-like environment.

In a team I always receive positive feedback from my peers on both the quality of my work, as well as my ability to support and communicate with my team mates.

In my personal life I am a huge nerd, my hobbies include cooking, doing game jams, doing cosplay, watching shows and movies, and of course playing games.

I primarily single player character-focused experiences, such as action adventure games, action rpgs, 2D and 3D platforming, and certain puzzle games
I also really like to play all kinds of board games with friends.

I am also interested in cinematography, I have been doing video editing since age 13, and enjoy learning about the topic through online material.

I quite enjoy watching shows and movies ofthe fantasy, sci-fi, and superhero genres, but also like dwelling into other genres such as thrillers, musicals, and horrors.

By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close