I'm a Gameplay / Systems Programmer focused on real-time game development with Unreal Engine and C++. I design and implement responsive movement, camera behavior, and robust gameplay systems to deliver smooth, performance-conscious experiences. I also bring solid experience with Unity (C#), strong math and physics foundations, and a track record delivering complete projects, including a commercial Steam release and publicly released tools. I enjoy collaborating with artists and designers to build maintainable engine systems and efficient pipelines.

Gabriele Garofalo

I'm a Gameplay / Systems Programmer focused on real-time game development with Unreal Engine and C++. I design and implement responsive movement, camera behavior, and robust gameplay systems to deliver smooth, performance-conscious experiences. I also bring solid experience with Unity (C#), strong math and physics foundations, and a track record delivering complete projects, including a commercial Steam release and publicly released tools. I enjoy collaborating with artists and designers to build maintainable engine systems and efficient pipelines.

Available to hire

I’m a Gameplay / Systems Programmer focused on real-time game development with Unreal Engine and C++. I design and implement responsive movement, camera behavior, and robust gameplay systems to deliver smooth, performance-conscious experiences.

I also bring solid experience with Unity (C#), strong math and physics foundations, and a track record delivering complete projects, including a commercial Steam release and publicly released tools. I enjoy collaborating with artists and designers to build maintainable engine systems and efficient pipelines.

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Experience Level

Expert
Expert
Expert
Expert

Language

Italian
Fluent
English
Advanced

Work Experience

System/Gameplay Programmer at Villains Studio
October 1, 2024 - Present
Developed the complete movement system for an action third-person shooter with a focus on gameplay feel, reactive camera, and responsive input. Implemented the Encounter System for AI spawns and waves in a Doom-like arena shooter, including procedural wave generation for endless mode. Supported artists and designers with Unreal Engine tooling, asset integration, and Git Flow-based version control.
Game Programming Teacher at Event Horizon School
February 1, 2025 - November 1, 2025
Mentored first- and second-year students in OOP (C# & C++), design patterns, physics/3D math, game engine usage (Unity/Unreal), and software architecture best practices. Taught an introductory Unreal Engine 5 Visual Scripting course tailored to game design and 3D art students.
Unreal Engine Tools Developer at Freelance
March 1, 2025 - August 1, 2025
Developed a high-performance state machine plugin for Unreal Engine 5.x, enabling scalable Actor behavior management. Released the plugin on FAB Marketplace as a free tool for hobbyist and professional developers. Produced role-specific documentation for beginner and advanced users. Ensured seamless integration with Unreal Engine workflows across versions.
System/Gameplay Programmer at Student Project
February 1, 2024 - November 1, 2024
Built a multi-character player control system for a Portal-like puzzle game, with dynamic camera transitions. Managed the full Steam release pipeline, integrating Steamworks and API features such as achievements and cloud saves.
Software / Systems Programmer at Villains Studio
October 1, 2024 - Present
Designed and implemented a responsive real-time movement system for a third-person action shooter (input abstraction + camera behavior). Developed a scalable AI encounter and wave system supporting procedural generation and endless modes. Built reusable gameplay and system-level components focused on maintainability and performance. Collaborated with artists and designers, providing engine-level support, tooling, and pipeline improvements using Unreal Engine and Git Flow.
Software / Systems Programmer at Academic Project
February 1, 2024 - November 1, 2024
Architected a multi-character control system with shared and character-specific logic, emphasizing modularity and scalability. Implemented dynamic camera transitions and real-time interaction systems. Managed the full Steam release pipeline, including Steamworks SDK integration (achievements, cloud saves).

Education

Art High School Diploma at Art High School
January 11, 2030 - January 1, 2018
Physics at University of Milan
January 1, 2018 - January 1, 2022
Game Programming Diploma at Event Horizon School
January 1, 2022 - January 1, 2025
Game Programming Diploma at Event Horizon School, Milan
January 1, 2022 - January 1, 2025
Physics Studies at University of Milan
January 1, 2018 - January 1, 2022
Art High School Diploma (Graphic Design) at Art High School
January 1, 2018 - January 1, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education

Experience Level

Expert
Expert
Expert
Expert