I’m Alessandro Puddu, a Senior Unity Engineer with 5+ years of professional experience building gameplay systems, VR/XR features, and real-time 3D applications across PC, WebGL, and Meta Quest. I’ve contributed to commercial game development (including production work on Alaloth: Champions of the Four Kingdoms), delivered VR product features for Sandbox VR, and led technical implementation across Unity architecture, tooling, networking, and connected services. I also enjoy pushing beyond traditional game dev by integrating LLM-backed character interactions plus TTS/STT, including browser/native speech flows and resilient session handling. I’m hands-on with performance profiling, cross-platform porting, and editor tooling, and I’ve worked with coding-agent workflows that improve how we scope, implement, review, and validate changes.

Alessandro Puddu

I’m Alessandro Puddu, a Senior Unity Engineer with 5+ years of professional experience building gameplay systems, VR/XR features, and real-time 3D applications across PC, WebGL, and Meta Quest. I’ve contributed to commercial game development (including production work on Alaloth: Champions of the Four Kingdoms), delivered VR product features for Sandbox VR, and led technical implementation across Unity architecture, tooling, networking, and connected services. I also enjoy pushing beyond traditional game dev by integrating LLM-backed character interactions plus TTS/STT, including browser/native speech flows and resilient session handling. I’m hands-on with performance profiling, cross-platform porting, and editor tooling, and I’ve worked with coding-agent workflows that improve how we scope, implement, review, and validate changes.

Available to hire

I’m Alessandro Puddu, a Senior Unity Engineer with 5+ years of professional experience building gameplay systems, VR/XR features, and real-time 3D applications across PC, WebGL, and Meta Quest. I’ve contributed to commercial game development (including production work on Alaloth: Champions of the Four Kingdoms), delivered VR product features for Sandbox VR, and led technical implementation across Unity architecture, tooling, networking, and connected services.

I also enjoy pushing beyond traditional game dev by integrating LLM-backed character interactions plus TTS/STT, including browser/native speech flows and resilient session handling. I’m hands-on with performance profiling, cross-platform porting, and editor tooling, and I’ve worked with coding-agent workflows that improve how we scope, implement, review, and validate changes.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
See more

Language

Italian
Fluent
English
Advanced

Work Experience

Unity Developer (Contract) at Sandbox VR
May 1, 2026 - Present
Worked on RaceClub VR product features, integrating UI Toolkit into runtime menus and HUD systems and connecting interfaces to gameplay state and data-driven behavior. Implemented cross-device input and feedback flows, delivered gameplay features, and resolved VR state issues.
Senior Unity Engineer (Unity Lead - Contract) at Squircle Games
March 1, 2026 - Present
Technical direction and hands-on delivery across Unity architecture, gameplay, networking, XR, tooling, and connected services. Integrated LLM, TTS, and STT character interactions with streamed text/audio and conversational state; implemented browser/native speech interfaces and authentication/session flows across desktop, WebGL, and VR, including cancellation and error recovery. Built Meta Quest VR/MR interactions using OpenXR and XR Interaction Toolkit (passthrough, hand tracking, controller/hand switching, locomotion, spatial UI) and optimized standalone rendering via platform-specific settings, shaders, and resource management. Developed character systems and authoring tools (animation, IK, physics-driven reactions, camera behavior) plus editor tooling. Established coding-agent workflows for implementation, debugging, refactoring, scoped tasks, repository guidance, code review, and automated validation.
Independent Senior Unity Engineer at Solid Code Interactive
December 1, 2025 - Present
Independent Senior Unity engineering focused on hands-on delivery across Unity, XR/VR, performance-minded real-time 3D development, and integration of connected/AI features (LLM and speech workflows) as part of product and platform work.
Senior Unity & Full-Stack AI Game Developer (Contract) at Squircle Games / SecretWaifu
December 1, 2025 - Present
Own cross-platform AI character product architecture across the Unity client and SecretWaifu web/backend, shipping PC/WebGL/VR releases with VRM avatars, OpenXR UI, secure launch/auth, quota/subscription flows, and backend session state. Rebuilt the Unity runtime around an Awaitable-based FSM framework, StateProvider/Blackboard coordination, platform strategies, API/SSE transport, structured logging, and editor diagnostics; delivered wrist menu, spatial keyboard, PC/VR switching, expression/animation pipelines, and FinalIK/NiloToon physical‑response tuning. Integrated the real-time LLM/TTS/STT pipeline: multi-provider chat templates, backend structured-helper generation, streaming visible chat, turn-scoped TTS WebSockets, WebGL chunked audio playback, lip sync, typewriter timing, and animation/gesture synchronization. Hardened the TypeScript/Prisma backend with WebGL auth bridge security, membership game-access gates, durable quota/counter ledgers, Patreon entitlement fixes, landing/
Unity Software Engineer (R&D) at Capgemini Engineering
October 1, 2023 - February 1, 2026
Refactored CPU-heavy physics and simulation systems for real-time performance on constrained hardware, diagnosing bottlenecks and updating affected runtime logic. Decoupled asset delivery from application releases via Addressables-based content loading with secure on-demand access. Delivered confidential WebGL and VR applications with multiplayer and in-app authoring; ported content and runtime systems across WebGL, mobile, and VR. Built node-based editor tools and adapted persistence to browser constraints.
Unity Software Engineer (R&D) at Capgemini Engineering Bologna
October 1, 2023 - February 1, 2026
Refactored a custom Obi-physics simulator integration to resolve CPU bottlenecks and raise target-hardware framerate from 10 FPS to stable 60 FPS. Engineered Unity Addressables content delivery to decouple assets from the binary, reduce build size, and support secure on-demand remote loading. Built WebGL/VR museum and showcase applications for a major telecom client, including an in-app editor, visitor experience, and real-time multiplayer via Unity Netcode. Ported high-fidelity assets and interaction models across WebGL, mobile, and VR constraints; optimized serialization/save data for browser heap limits. Created custom node-based editor tooling and CloudXR integrations to reduce scenario setup time from hours to minutes and support low-latency streaming.
AR/VR Developer at Capgemini Engineering Bologna
October 1, 2023 - Present
Developed a modular XR application in Unity for WebGL to support workplace training; created a node editor for configuring training scenarios and dialogues, integrating animations, voiceovers and camera handling. Designed and implemented the entire UI per design specs and integrated Unity localization for multilingual support. Led integration of Cloud XR-based streaming for real-time AR/VR content delivery in a Telecommunications XR Streaming Application. Contributed to a simulator project by optimizing architecture, improving performance and scalability, and building a workflow to load assets via Addressables into a modular project. Collaborated with a multidisciplinary team and held weekly client calls to gather feedback and ensure alignment.
Junior Game Programmer at Gamera Interactive
September 1, 2023 - October 21, 2025
Contributed to Alaloth: Champions of the Four Kingdoms (Unity, C#) as a key programmer, implementing gameplay systems, AI, and online features; developed engine tools to streamline development and supported quest/UI/cutscenes. In the Lorebound update, created the physics-driven mini-game Vorastel and assisted with asset management and world dressing. Collaborated with QA to fix bugs and ensure smooth gameplay; authored assets within the engine and delivered features on schedule using Git, Asana, Jira, Visual Studio, and JetBrains Rider.
Game Programmer at Gamera Interactive
March 1, 2021 - September 1, 2023
Developed production gameplay and networking features. On Alaloth (commercial PC action-RPG): delivered production gameplay and UI features including inventory and skill systems, gameplay loops, narrative events, and UI architecture; built in-engine tools to reduce repetitive manual production work for asset validation and world management; partnered with design and QA to resolve production issues while supporting ongoing feature development.
Remote Game Programmer at Gamera Interactive
March 1, 2021 - September 1, 2023
Contributed to Alaloth: Champions of the Four Kingdoms (Steam Early Access), shipping a complex Action-RPG with over 10k wishlists. Developed in-engine tools for asset validation and world management, reducing manual production operations from hours to seconds. Implemented gameplay loops, UI architecture, inventory/skill systems, narrative events, and production bug fixes in close collaboration with QA.
Gameplay & Network Programmer at Apocalypse Rangers
January 1, 2020 - January 1, 2021
Built Mirror-based client-server multiplayer and custom rendering (custom HLSL toon/terrain).
AI & Gameplay Programmer at Hell for One
January 1, 2019 - January 1, 2020
Implemented NPC decision logic and state machines, steering, reusable actions, and battle spawning/coordination.
Sole Developer at RuNeglect
January 1, 2018 - January 1, 2019
Built a rehabilitation application for Microsoft HoloLens/AR using spatial mapping, object pooling, and room-adaptive gameplay.

Education

M.S. in Computer Science (Videogame Programming Path) at Università degli Studi di Milano
January 1, 2019 - March 1, 2021
B.S. in Computer Science at Università degli Studi di Milano
January 1, 2019 - October 21, 2025
Master's Coursework in Computer Science (Game Dev Path) at Università degli Studi di Milano
January 1, 2019 - January 1, 2021
B.S. in Computer Science at Università degli Studi di Milano
January 1, 2019 - January 1, 2019
B.S. in Computer Science at Università degli Studi di Milano
January 1, 2019 - January 1, 2019
Master’s coursework in Computer Science at Università degli Studi di Milano
January 1, 2019 - January 1, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services, Computers & Electronics