I’m Lorenzo Grasso, a game programmer focused on building gameplay systems, AI, and solid multiplayer infrastructure—especially with Unreal Engine (C++) and Unity (C#). I enjoy turning game design ideas into reliable, scalable code, whether that’s server-authoritative combat, wave-based enemy encounters, or modular frameworks that make development faster. I’ve worked across the full gameplay loop: from matchmaking, persistence, and cloud saves to designing reusable ability systems, movement/aiming/shooting mechanics, and data-driven boss or enemy behaviors. I’m proactive and collaborative, and I like communicating clearly with teams while solving problems quickly—so projects can move from prototype to a polished, testable experience.…

Lorenzo Grasso

I’m Lorenzo Grasso, a game programmer focused on building gameplay systems, AI, and solid multiplayer infrastructure—especially with Unreal Engine (C++) and Unity (C#). I enjoy turning game design ideas into reliable, scalable code, whether that’s server-authoritative combat, wave-based enemy encounters, or modular frameworks that make development faster. I’ve worked across the full gameplay loop: from matchmaking, persistence, and cloud saves to designing reusable ability systems, movement/aiming/shooting mechanics, and data-driven boss or enemy behaviors. I’m proactive and collaborative, and I like communicating clearly with teams while solving problems quickly—so projects can move from prototype to a polished, testable experience.…

Available to hire

I’m Lorenzo Grasso, a game programmer focused on building gameplay systems, AI, and solid multiplayer infrastructure—especially with Unreal Engine (C++) and Unity (C#). I enjoy turning game design ideas into reliable, scalable code, whether that’s server-authoritative combat, wave-based enemy encounters, or modular frameworks that make development faster.

I’ve worked across the full gameplay loop: from matchmaking, persistence, and cloud saves to designing reusable ability systems, movement/aiming/shooting mechanics, and data-driven boss or enemy behaviors. I’m proactive and collaborative, and I like communicating clearly with teams while solving problems quickly—so projects can move from prototype to a polished, testable experience.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
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Language

Italian
Fluent
English
Advanced

Work Experience

Mobile Multiplayer Tank Arena PvP Developer (Unity, C#) at SmashTank
May 1, 2026 - Present
Developed full gameplay, multiplayer, and backend systems for a mobile tank PvP project. Built multiplayer architecture using Unity Netcode with server-authoritative combat, damage, and respawn. Implemented tank movement, turret aiming, and shooting, along with modular active/passive ability systems. Created tank/bullet/equipment progression and integrated PlayFab for authentication, cloud saves, and player data. Delivered matchmaking, rewards, and persistent progression, plus mobile UI/inventory/upgrades/customization. Also implemented the complete enemy AI architecture: modular enemy base classes, reusable AI controllers, four distinct enemy archetypes with unique behaviors, and a scalable wave system with progressive difficulty. Added attack scheduling to prevent unfair overlaps and created a custom EQS-based positioning/movement/combat decision system.
Mobile Multiplayer Tank Arena Developer (Unity) at SmashTank
May 1, 2026 - Present
Developed the full gameplay, multiplayer, and backend systems for a mobile multiplayer tank PvP. Built multiplayer architecture using Unity Netcode and implemented server-authoritative combat including damage and respawn systems. Created tank movement, turret aiming, and shooting mechanics, and implemented modular active/passive ability systems. Built tank/bullet/equipment progression, integrated PlayFab authentication with cloud saves and persistent player data, and developed matchmaking, rewards, and persistent progression. Designed mobile UI, inventory, upgrades, and customization. Implemented enemy AI architecture with reusable controllers, four distinct enemy archetypes, and a scalable wave system with progressive difficulty and fair attack scheduling. Created an EQS-based system for positioning, movement, and combat decisions.
SmashTank - Mobile Multiplayer Tank Arena PvP (Unity, C#) at Unity project
May 1, 2026 - Present
Developed full gameplay, multiplayer, and backend systems for a mobile multiplayer tank PvP game. Built multiplayer architecture using Unity Netcode and implemented server-authoritative combat, damage, and respawn. Created tank movement, turret aiming and shooting, plus modular active/passive ability systems. Implemented progression systems for tanks, bullets, and equipment; integrated PlayFab authentication, cloud saves, and player data; and developed matchmaking, rewards, and persistent progression. Built mobile UI and inventory/customization systems and created a scalable enemy AI architecture with four archetypes, wave progression, fair attack scheduling, and a custom EQS-based decision system.
Mobile Multiplayer Tank Arena PvP Gameplay & Multiplayer Programmer (Unity - C#) at SmashTank
May 1, 2026 - Present
Developed the full gameplay, multiplayer, and backend systems for a mobile multiplayer tank PvP game. Built multiplayer architecture using Unity Netcode, including server-authoritative combat, damage, and respawn. Implemented tank movement, turret aiming and shooting, plus modular active/passive ability systems, tank/bullet/equipment progression, and scalable enemy AI with four distinct archetypes. Integrated PlayFab authentication, cloud saves, rewards, matchmaking, and persistent progression, along with mobile UI, inventory, upgrades, and customization. Created a wave system with progressive difficulty and an EQS-based decision pipeline for positioning and combat.
Multiplayer Infrastructure Engineer (Unity, C#)
May 1, 2025 - June 30, 2025
Developed a complete multiplayer lobby and session infrastructure in Unity. Implemented public/private lobby flows with real-time matchmaking, and synchronized player state using Unity Netcode for GameObjects. Added resilient session management with automatic host migration, and integrated Unity Lobby/Relay services for online connectivity. Also created moderation tools including player ban and kick systems.
Network Programmer (Unity) at Multiplayer Infrastructure (Unity Netcode)
May 1, 2025 - June 30, 2025
Developed a complete multiplayer lobby and session infrastructure in Unity. Implemented public/private lobby flows with real-time matchmaking, player synchronization using Unity Netcode for GameObjects, and resilient session management with automatic host migration. Integrated Unity Lobby and Relay services for online connectivity and added persistent moderation tools including player ban and kick systems.
Multiplayer Lobby and Session Infrastructure (Unity, C#) at Unity project
May 1, 2025 - June 30, 2025
Built a multiplayer lobby/session foundation including public/private lobbies and real-time matchmaking. Implemented player synchronization with Unity Netcode for GameObjects, added automatic host migration, and improved session resilience. Integrated Unity Lobby and Relay services for online connectivity and created moderation tools such as player ban and kick systems.
Multiplayer Infrastructure Developer (Unity - C#) at Personal / Solo Project
May 1, 2025 - June 1, 2025
Implemented a complete multiplayer lobby and session infrastructure in Unity. Built public/private lobby systems with real-time matchmaking, synchronized players using Unity Netcode for GameObjects, and added automatic host migration and resilient session management. Integrated Unity Lobby and Relay services for online connectivity, plus moderation tools including player ban and kick systems.
Network Programmer Solo developer at Lobby System
May 1, 2025 - June 8, 2024
Built custom public/private lobby system with real-time matchmaking, full player synchronization via Unity Netcode & Relay, automatic host migration, secure session management, responsive and dynamic UI, persistent ban/kick system, and leveraged Unity Cloud APIs for scalable, global multiplayer experiences.
Network Programmer / Solo Developer (Action-RPG Boss Fight, Unreal Engine C++)
April 1, 2025 - June 30, 2025
Built a modular multi-phase boss AI for an action RPG encounter. Implemented dynamic ground/aerial combat states and a combo-based attack selection system. Developed custom Unreal Behavior Tree tasks, services, and decorators in C++. Added perception, investigation, and adaptive target-selection logic, integrating data-driven attacks with animation, VFX, and gameplay events.
Game Developer / Boss AI & Gameplay Programmer (Unreal Engine) at Action-RPG Boss Fight
April 1, 2025 - June 30, 2025
Built a modular multi-phase boss AI for an action RPG encounter. Implemented dynamic ground and aerial combat states, and created a modular combo-based attack selection system. Developed custom behavior tree tasks, services, and decorators in C++, including perception, investigation, and adaptive target-selection logic. Integrated data-driven attacks connected to animations, VFX, and gameplay events.
Action-RPG Boss Fight (Unreal Engine, C++) - Network Programmer / Solo Developer at Unreal project
April 1, 2025 - June 30, 2025
Developed a modular multi-phase boss AI for an action RPG encounter. Implemented dynamic ground and aerial combat states, and created a modular combo-based attack selection system. Built custom Behavior Tree tasks/services/decorators in C++ and integrated perception, investigation, and adaptive target selection. Connected data-driven attacks with animations, VFX, and gameplay events.
Network Programmer / Solo Developer (Action-RPG Boss Fight - Unreal Engine C++) at Personal / Solo Project
April 1, 2025 - June 1, 2025
Developed a modular multi-phase boss AI for an action RPG encounter. Designed dynamic ground and aerial combat states and a modular combo-based attack selection system. Created custom Behavior Tree tasks/services/decorators in C++, including perception, investigation, and adaptive target-selection logic. Integrated data-driven attacks with animation, VFX, and gameplay events for an encounter-ready boss design.
AI & Gameplay Programmer at DragonBoss
April 1, 2025 - June 8, 2024
Designed and implemented an advanced modular AI boss with dynamic ground/air transitions, developed custom combo-based attack selection and adaptive investigation logic, built C++ Behavior Tree tasks, services, and decorators for flexible state management, integrated perception systems, data-driven attacks, and seamless animation/VFX triggers.
AI/Gameplay Programmer (Unreal Engine 5 Framework, C++) at My Unreal Engine 5 Framework
November 20, 2024 - Present
Designed and implemented a personal modular C++ framework to accelerate Unreal Engine 5 development. Built reusable, plugin-oriented gameplay systems and extensible base classes intended for rapid integration across multiple projects. Focused on clean modularity to support reuse, consistency, and faster feature iteration during game development.
AI/Gameplay Programmer / C++ Framework Developer (Unreal Engine 5) at My Unreal Engine 5 Framework
November 20, 2024 - Present
Designed a personal, modular C++ framework to accelerate Unreal Engine 5 development. Built reusable gameplay systems with a plugin-oriented architecture and extensible C++ base classes to support rapid project integration. Structured the framework for reuse across multiple Unreal Engine projects, enabling consistent workflows and faster iteration.
Unreal Engine 5 Framework (C++) at Personal project / framework development
November 20, 2024 - Present
Developed a modular C++ framework to accelerate Unreal Engine 5 game development. Created reusable, extensible gameplay base classes organized with a plugin-oriented approach so systems can be integrated quickly across multiple Unreal projects.
AI/Gameplay Programmer (Unreal Engine 5 Framework - C++) at SmashTank / Personal Framework Project
November 20, 2024 - Present
Developed a personal modular C++ framework to accelerate Unreal Engine 5 game development. Built reusable gameplay systems with a modular, plugin-oriented architecture and extensible C++ base classes for rapid integration. Structured the framework for reuse across multiple Unreal Engine projects.
AI/Gameplay Programmer at The Negative Edge
November 1, 2024 - June 8, 2024
Developed the full AI and enemy system including modular enemy base classes and controllers, implemented four distinct enemy types, built an advanced Wave System for escalating difficulty, created a Pending Attack System, and developed a custom EQS system for enemy movement, attack logic, and zone management.
Gameplay Programmer at Jules
January 10, 2024 - July 10, 2024
Developed core mechanics such as Gauntlet system, light-based interactions, and puzzle logic; built object behaviors and animated transitions; implemented health, damage, save/load, and VFX systems; designed intuitive UI and menu settings; contributed to player feedback through camera, effects, and responsive gameplay flow.
Gameplay Programmer (Puzzle Adventure, Unreal Engine Blueprints)
January 1, 2024 - July 31, 2024
Developed core gameplay systems and environmental interactions for a puzzle-adventure game. Built the Gauntlet system with light-driven puzzle mechanics and implemented interactive objects such as altars, doors, and platforms. Added health, damage, save/load, and progression systems. Created gameplay-driven camera feedback with VFX and animated transitions, and developed UI, menus, and configurable player settings.
Gameplay Programmer (Unreal Engine Blueprints) at Puzzle Adventure
January 1, 2024 - July 31, 2024
Delivered core gameplay systems and environmental interactions for a puzzle-adventure game. Implemented the Gauntlet system and light-driven puzzle mechanics, plus interactive objects such as altars, doors, and platforms. Built health, damage, save/load, and progression systems, and created gameplay-driven camera feedback with VFX and animated transitions. Developed UI, menus, and configurable player settings.
Puzzle Adventure (Unreal Engine, Blueprints) - Gameplay Programmer at Unreal project
January 1, 2024 - July 31, 2024
Implemented core gameplay and environmental interactions for a puzzle-adventure game. Built gauntlet and light-driven puzzle mechanics and developed interactive objects such as altars, doors, and platforms. Added health, damage, save/load, and progression systems, and created gameplay-driven camera feedback, VFX, and animated transitions. Developed UI, menus, and configurable player settings.
Gameplay Programmer (Puzzle Adventure - Unreal Engine Blueprints) at Personal / Academic Project
January 1, 2024 - July 1, 2024
Built core gameplay systems and environmental interactions for a puzzle-adventure game. Developed the Gauntlet and light-driven puzzle mechanics and implemented interactive objects such as altars, doors, and platforms. Added health/damage, save/load, and progression systems, plus gameplay-driven camera feedback, VFX, animated transitions, and configurable UI and menus.
Live-in Babysitter at Boston, USA
January 1, 2020 - December 31, 2020
Lived in Boston for one year as an au pair, improving English language skills and cultural adaptability, developed strong social, communication, and teamwork abilities through managing childcare and collaborating with the host family; gained experience in responsibility, independence, and problem-solving in an international environment.

Education

Diploma at ITCS Erasmo da Rotterdam - Bollate (Mi)
January 1, 2018 - December 31, 2019
Diploma in Computer Science and Telecommunications (I.T.C.S.E. Erasmus Roterdam - Bollate) at ITCS Erasmus - Rotterdam - Bollate (MI)
January 1, 2018 - January 1, 2019
Game Programming Diploma at Event Horizon School
January 1, 2022 - January 1, 2025
Diploma in Computer Science and Telecommunications (ITCS) at ITCS Erasm o da Rotterdam - Bollate (MI)
January 1, 2018 - January 1, 2019
Game Programming Diploma at Event Horizon School
January 1, 2022 - January 1, 2025
Diploma in Computer Science and Telecommunications (ITCS E Erasmus Roterdam - Bollate (MI)) at ITCS Erasmus Roterdam - Bollate (MI)
January 1, 2018 - December 31, 2019
Game Programming Diploma at Event Horizon School
January 1, 2022 - December 31, 2025
Diploma in computer science and telecommunications (M.I.) at I.T.C.S. Erasmus da Rotterdam - Bollate (MI)
January 1, 2018 - January 1, 2019
Game programming diploma at Event Horizon School
January 1, 2022 - January 1, 2025

Qualifications

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment