CARLO FINELLI
I’m Carlo Finelli, a game designer with 7+ years of experience taking mobile projects from concept to playable prototypes and live releases.
About
I’m Carlo Finelli, a game designer with 7+ years of experience taking mobile projects from concept to playable prototypes and live releases. I’m hands-on in Unity and C#, and I focus on strong core loops, progression, difficulty curves, and pacing so the player experience feels tense, fair, and engaging.
I’ve co-founded and led the end-to-end development of the indie survival-horror title Requiescat: The Dreadful, handling everything from vision and core mechanics to level design, lighting, and playable demos. I also collaborate closely with publishers, engineering teams, and artists across production cycles, having shipped multiple titles and validated 100+ prototypes to help deliver products that reach millions of players worldwide.
- 7 years' experience
- Joined October 2026
Languages
- ItalianFluent
- EnglishFluent
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
More experts in Napoli, Italy
Work experience
Co-founded and independently led the indie survival-horror project Requiescat: The Dreadful from concept to a complete playable demo, making key design and production decisions with the team. Built and lit demo levels to strengthen tension and immersion, iterating on core systems and pacing across the full demo while refining challenge curves and feature balance. Ran quality checks through multiple playtest rounds, diagnosing and fixing issues to keep builds stable through delivery. Wrote and refined dialogue and in-game copy to maintain consistent story voice and tone.
Collaborated daily with publishers, engineering teams, and artists across the production cycle on mid-core, hybrid-casual, and hyper-casual titles, aligning priorities and incorporating feedback from all sides. Helped ship and scale products including Mini Monsters: Card Collector and Level Up Runner, reaching more than 50 million players worldwide. Built and maintained publishing relationships with HOMA Games, TapNation, and Lion Studios, ensuring design decisions met quality standards through clear communication and joint problem-solving. Rapidly prototyped and validated 100+ concepts with layered mechanics across genres, adapting quickly when early tests showed a direction wasn’t working.
Developed front-end features in Java and JavaScript and implemented server-side logic in PHP. Built user-facing interfaces with HTML/CSS and managed data with MySQL within a Liferay DBMS environment.
Education
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