I'm Alessandro Puddu, a senior Unity and AI gameplay engineer available for contract engagements. I bring 5+ years across shipped commercial games, enterprise R&D, and freelance product delivery, with a focus on VR/WebGL/PC character systems and AI/LLM integration. I enjoy building robust architectures and shipping end-to-end player experiences. Across roles at Squircle Games / SecretWaifu, Capgemini Engineering, and Gamera Interactive, I have shipped cross-repo Unity and back-end tooling, real-time LLM/TTS pipelines, and production workflows that scale. I thrive on solving complex systems, iterating quickly with strong collaboration, and enabling agentic AI-assisted development.

Alessandro Puddu

I'm Alessandro Puddu, a senior Unity and AI gameplay engineer available for contract engagements. I bring 5+ years across shipped commercial games, enterprise R&D, and freelance product delivery, with a focus on VR/WebGL/PC character systems and AI/LLM integration. I enjoy building robust architectures and shipping end-to-end player experiences. Across roles at Squircle Games / SecretWaifu, Capgemini Engineering, and Gamera Interactive, I have shipped cross-repo Unity and back-end tooling, real-time LLM/TTS pipelines, and production workflows that scale. I thrive on solving complex systems, iterating quickly with strong collaboration, and enabling agentic AI-assisted development.

Available to hire

I’m Alessandro Puddu, a senior Unity and AI gameplay engineer available for contract engagements. I bring 5+ years across shipped commercial games, enterprise R&D, and freelance product delivery, with a focus on VR/WebGL/PC character systems and AI/LLM integration. I enjoy building robust architectures and shipping end-to-end player experiences.

Across roles at Squircle Games / SecretWaifu, Capgemini Engineering, and Gamera Interactive, I have shipped cross-repo Unity and back-end tooling, real-time LLM/TTS pipelines, and production workflows that scale. I thrive on solving complex systems, iterating quickly with strong collaboration, and enabling agentic AI-assisted development.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

Italian
Fluent
English
Advanced

Work Experience

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.
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 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.
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.

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

Qualifications

Add your qualifications or awards here.

Industry Experience

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