Unity dev / 3D artist

I build the game, and what is inside it.

Gameplay code in Unity, models and renders in Blender. Drag the handle: on one side what you play, on the other what makes it work.

GameScript
public interface ITurretController
{
    bool TryConsumeAmmo();
    void Recoil();
}

void ProcessFiring()
{
    if (!isFiring) return;
    if (Time.time - lastFireTime < 60 / fireRate) return;

    if (controller.TryConsumeAmmo())
    {
        lastFireTime = Time.time;
        float spread = isAiming ? adsSpread : hipFireSpread;
        float x = Random.Range(-spread, spread);
        float y = Random.Range(-spread, spread);
        Quaternion rot = barrel.rotation * Quaternion.Euler(x, y, 0f);

        Instantiate(bulletPrefab, barrel.position, rot);
        controller.Recoil();
    }
}
CodeGame
The Last Gunner: turret shooting, simplified excerpt

Projects

  1. 01Project NormandiaPC XR
  2. 02The Last Gunner: No Way OutPC XR
  3. 03Freezing ColdPC

Immersive VR recreation of D-Day for Meta Quest 3, covering architecture, weapon systems, and gameplay programming.

Role
Gameplay programming, 3D assets, VR optimization
Context
Internship at Radica Design
Platform
Meta Quest 3, PC
Engine
Unity
View project

3D models

Black Hole RenderRender

The 3D viewer comes from Sketchfab and loads only when you open a model.


About

Unity developer and 3D artist based in Padova. I work on gameplay, VR interaction and audio, and build the 3D assets myself in Blender. Recently finished an internship at Radica Design, open to new opportunities.

Based in
Padova, Italy
Engines
Unity, Unreal Engine, Godot
Languages
C#, C++, Python, SQL
3D
Blender
Tools
Git, Figma
Outside work
3D printing, hardware building, climbing