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.
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();
}
}01
Projects
Immersive VR recreation of D-Day for Meta Quest 3, covering architecture, weapon systems, and gameplay programming.
View project02
3D models
The 3D viewer comes from Sketchfab and loads only when you open a model.
03
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



