Denis Faraci

Available to hire

I’m Denis Faraci, a Gameplay Systems Programmer based in Milan, focused on building scalable, reusable gameplay frameworks and data-driven systems.

About

I’m Denis Faraci, a Gameplay Systems Programmer based in Milan, focused on building scalable, reusable gameplay frameworks and data-driven systems. I’ve worked for 2+ years across Unreal Engine 5 (C++/Blueprints) and Unity (C#), with a strong emphasis on gameplay ability systems, AI architecture, and tools that help teams iterate faster.

I’ve shipped multiple titles, including Negative Edge, Weabot and Golem Rumble. My goal is always the same: turn complex gameplay ideas into clean, maintainable modules, whether it’s inventory, weapons, RPG mechanics, save systems, UI, or advanced planning AI like my data-driven VGOAP UE plugin.

  • 2 years' experience
  • Joined September 2026

Languages

  • ItalianFluent
  • EnglishAdvanced

Industry experience

  • Gaming
  • Software & Internet
  • Education
  • Media & Entertainment

Work experience· 4 roles

Gameplay Programmer · Golem RumbleMar 2026 – Apr 2026 · 2 mos

Developed core gameplay systems for a multiplayer PvP project, including UI, AI, trap mechanics, team management, and overall gameplay flow. Built a modular Battle Pass plugin featuring encrypted save data, cosmetic skin management, and tutorial progression managed via a state machine. Contributed to an IGDA showcase and a Steam release.

Sole Programmer · SelfNov 2024 – Dec 2024 · 2 mos

As the sole programmer, owned the full project architecture and implemented AI, character controls, UI, inventory, and core mechanics. Created a custom Input Register System to drive the main horror gameplay mechanic. Helped deliver an IGDA showcase and a release on Itch.io.

Gameplay Programmer · Negative EdgeNov 2024 – Jul 2026 · 1 yr 9 mos

Owned and implemented core gameplay systems including inventory, weapons, RPG mechanics, UI, AI, and data management. Created VGOAP, a fully data-driven GOAP framework driving AI decision-making and reused across multiple projects. Supported gameplay architecture decisions and collaborated closely with design, art, and audio to resolve implementation challenges, contributing to a Gamescom and DevGAMM showcase and a Steam release.

Gameplay Programmer · WeabotJan 2024 – Jul 2024 · 7 mos

Education

Game Programming course (1000+ hours) · Event Horizon School2022 – 2025
Computer Science and Software Engineering program · I.T.I.S. “C. Facchinetti”2015 – 2022

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