Giandomenico Lombardi

Technical Game & Level Designer

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Team Projects

Personal Projects

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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

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).

*(not a typo)

Thrasher
Play Video

DESCRIPTION: 

Single player chariot racing game set on an alien planet, supporting ‘vs cpu’ and ‘time trial’.

Client Project for experimental kit surfing-like controller, to used in dedicated installations.

PROJECT DETAILS:

  Team: The Kite Company

  Team Size: 20 people

  Role: Technical Designer, 

 Build Supervisor

  Duration: 2 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Arcade Racing

RESPONSIBILITIES:

Creating prototypes to test new ideas for game concepts and game mechanics

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

 Supervising the status of the build, ensuring a working build is always available, notifying and supporting team mates in the resolution of build breaking events.

 Organising playtesting sessions, collect and analyse feedback data, and present the results back to the team.

 Shooting and editing a trailer for the final product, after creating a shared vision with our Product Owner, who also handled the audio for the trailer.

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.

Project Twirl
Play Video

DESCRIPTION: 

Narrative focused adventure game, featuring a slow paced rhythm based combat system with the aesthetics of ballet.

The goal of this project was to create proof of concept and playable prototypes, to prove it would be possible to make a fun combat system with ballet aesthetics.

The project ultimately was cancelled.

PROJECT DETAILS:

  Team: Dream Drop Creations

  Team Size: 15 people (later 5)

  Role: Technical Designer

  Duration: 5 months

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Rhythm Base

RESPONSIBILITIES:

  Working closely with the project lead to create a game fitting their vision

  Implementing different designs for a rhythm based core game loop.

  Designing and prototyping player movement platforming mechanics, for hypothetical traversal sections between combat encounters.

  Collaborating with character artists, to extrapolate and adjust for use in engine ballet animations from a recorded mocap session, which would have been used if project moved forward.

Arboreal
Play Video

 PROJECT DETAILS:

  Team: Team Nomad 

  Team Size: 30 people

  Role: Technical Designer

  Duration: 1 month*

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Adventure

RESPONSIBILITIES:

 Iterating on an existing bare bone implementing of top down camera, to satisfy the requirements of the different feature teams.

 Re-designing game controls and related HUD elements, to feel consistent across multiple input devices, and be more intuitive for our target audience.

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

 Shooting and editing the game trailer used internally to promote the alpha build, after working with leads and feature teams to create a shared vision for it

*(the project lasted 10 months, I was on the the team only for 1)

Moob Moob vs Mohawk Man
Play Video

DESCRIPTION:

Arena brawler where 2 wannabe superheroes fight in a movie set, only instead of punching one another directly, they punch comic book-like speech balloons into each other!

PROJECT DETAILS:

  Team: Pineapple Confederacy

  Team Size: 4 people

•  Role: Technical Designer

  Duration: 48 hours

  Platform: PC Windows

  Engine: Unreal Engine 4

  Genre: Arena Brawler

RESPONSIBILITIES:

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

 Designing and implementing game loop systems

 Shooting and editing a game trailer, after creating a vision with an artist on the team

NO SuperHERO Game

DESCRIPTION:

Sandbox action game with a top down perspective, where you have super powered strength and movement.

Only instead of pursuing the hero fantasy, in this game you are a villain wrecking havoc around the city.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 5 days

•  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)

Dark Woods Terrors
Itchio Video Thumbnail
Play Video

DESCRIPTION:

VR experience, where the player is left to assume they must shoot mysterious enemies in their dark surroundings , using a crossbow with a single bolt they can pull back with telekinesis.

Later the sun rises, revealing the player was harming defenseless bunnies.

PROJECT DETAILS:

•  Team: Solo project

•  Duration: 2 days

•  Platform: PC Windows (VR)

•  Engine: Unreal Engine 4

  Genre: Arcade Shooter

RESPONSIBILITIES:

 Designing and implementing player combat mechanics and controls

 Planning and executing this interactive experience from high level vision to low level scripting

 Creating low poly 3D assets for the game, such as the bunny character, props, and environmental modular assets.

 Realising my vision for the surrounding environment from early blockout, to set dressing and lighting

The Keep
Play Video

DESCRIPTION:

First person puzzle game, where you must solve puzzles to escape a magical castle you have been teleported into.

PROJECT DETAILS:

•  Team: Jordi’s Angels

•  Team Size: 4 people

•  Role: Level Designer, 

 Technical Designer 

•  Duration: 2 months

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Puzzle

RESPONSIBILITIES:

 Creating and pitching different concepts for level setting and narrative to the team

 Designing and prototyping different ideas for puzzle mechanics and hazards

 Designing and implementing a “beam redirection” puzzle mechanic.

 Working with fellow level designer to create cohesive levels, which would provide a consistent player experience.

 Planning, building, and iteration on my level from high concept to final whitebox ready for art pass.

 Playtesting puzzles with fellow level designers and players, to obtain insights into how to improve the player experience.

Oberon
Play Video

DESCRIPTION: 

Point and click physics based puzzle game, where you place light bombs to destroy surrounding pillars of the matching colour, causing the structure to collapse accordingly.

Clear levels by having the structure collapse on the green foes, leaving the blue characters unharmed, before running out of bombs.

PROJECT DETAILS:

•  Team: Team Reverie

•  Team Size: 4 people

•  Role: Technical   Designer, Puzzle Designer 

•  Duration: 2 months

•  Platform: PC Windows

•  Engine: Unity 3D

  Genre: Puzzle

RESPONSIBILITIES:

 Designing and implementing puzzle mechanics and player interactions.

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

 Realising my high level vision for the onboarding puzzles from initial blockout to finalised product.

 Organising playtesting sessions, collect and analyse feedback data, and present the results back to the team.

Lepus
Play Video

DESCRIPTION:

Guide the soul of a bunny back to their body by changing the camera perspective to create new paths, while optionally trying to disharm as many traps on the way as you can.

PROJECT DETAILS:

•  Team: T&B Associates

•  Team Size:  8 people

•  Role:  Puzzle Designer

•  Duration: 3 weeks

•  Platform: PC Windows

•  Engine: Unity 3D

  Genre: Puzzle

RESPONSIBILITIES:

 Creating prototypes for puzzle mechanics based on camera rotation.

 Realising my high level vision for the onboarding puzzles from initial blockout to finalised product.

Planning, executing and refining onboarding puzzles from high-level concept to low-level scripting.

Guard & Thief - Groceries Store

DESCRIPTION:

Single day assignment, where I had to create a level whitebox for a 2 player asymmetric multiplayer experience.

One player is an unharmed ‘survivor’ who has to reach 2 objective locations to win, and the other player is a ‘killer’ who must locate and kill the first player before they reach their goal.

PROJECT DETAILS:

•  Team: Solo assignment 

•  Duration: 1 day

•  Platform: PC Windows

•  Engine: Unreal Engine 4

  Genre: Asymmetric Multiplayer Shooter

RESPONSIBILITIES:

 Creating a vision for the setting of the level

 Realising my high level vision for the level as a whitebox

 Implementing my high level concept for the multiplayer experience through low level scripting

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 systems

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

 Designing and implementing AI behaviours

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

 Creating low poly props and modular environment assets.

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.

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