Giovanni's Portfolio
Sugar Freedom Game Jam (Unity)
Sugar Freedom is a game jam project created by a team of 7 people. I was one of two programmers on the project.
Gameplay Systems
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Designed and implemented AI pathfinding to minimize congestion when multiple enemies spawned in close proximity, improving overall game flow.
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Developed a dynamic enemy spawn system that controls the number of enemies appearing per round and distributes them across multiple spawn points to maintain balanced difficulty.
User Interface (UI)​
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Created turret placement logic that defines valid build zones, including a visual cue system that turns the cursor red when hovering over invalid areas, enhancing player feedback and usability.
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Implemented an intro video sequence to present the game's backstory to players, providing narrative context at the start of gameplay.
Spell Swarmer (GameMaker Language)
Spell Swarmer is a bullet-hell game that drew inspiration from games like Enter the Gungeon and The Binding of Isaac. This game was made for my Intro to Interactive Game Design class.
Gameplay Systems
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Implemented a controller functionality for the game, which involved remapping the mouse's x and y coordinates based on the right analog stick of the controller.
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Designed the button layout for the controller based on what would be most practical for the player.
Level Design
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Level Design: Constructed the levels that were used in the game.
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Level Design: Created templates that would be used in the game's procedural generated map.
FPS Stealth Game (C++ - UE4)
This is a project that I started in order to get more familiar with working in Unreal Engine 4.
Gameplay Systems
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Added the functionality of spawning a camera behind the AI that spotted the player, so that the player knows which AI spotted them.
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Implemented the GuardAI class that has the option of patrolling between two target points that can be set on the map.
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Created a jump pad that launches players/objects a short distance away.
Networking
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Reworked code to make it function in a Server/Client structure.
Iron Haven (C# - Unity)
Iron Haven, a game that was conceptualized in my Intro to Game Art & Animation class. My team wanted to create an eerie feeling game; the artist took inspiration from old psychiatric hospitals.
Gameplay Systems
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Programmed the scripts that spawns enemies on either side of the player when the player reaches a certain location.
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Created an inventory script that let the player cycle through their weapons. The script also allowed the player to swap out their current weapon for another.
User Interface (UI)​
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Displayed the players current weapon load out to the screen. The text would update if the player switched to their other weapon or if the player swapped weapons.
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Displayed the heart containers to the screen with a script that would change the display when the player has taken damage.



