I am a versatile and creative professional with 5+ years of working experience, a solid foundation in game design and narrative design, combined with strong expertise in software development.
My goal as a creator is to unleash the fantastical worlds that exist within and around us, crafting experiences that inspire, unite people, and transform them, helping them discover one another and the world beyond.
I took ownership of all the gameplay mechanics: design, organizing playtesting, iterating and balancing the difficulty, all the way through to in-engine implementation.
I managed the narrative-gameplay integration with the narrative department, providing gameplay solutions that aligned with its themes and requirements, creating tools and systems to integrate narrative into the engine, with multiple localizations.
I worked as coordinator and producer for the team, bridging the art and technical departments, delivering in less than two months.
Role Game Designer, Game Developer (Unreal)
Genre Single Player, Narrative Driven
Platform PC
Production Time 1.5 Month
Team Size 16
Engine Unreal 5.0, Blueprint
Studio Bigrock - Red32
Publishers Commodore, Bigrock
I've created a quest for "The Witcher 2: Assassins of Kings" featuring a branching narrative that allows for meaningful choices, leads to 5 different endings, and accommodates different playstyles.
The quest takes about an hour to complete and includes a new explorable map, a comprehensive quest log, cutscenes, and dialogues with custom-created characters.
Role Quest Designer, RPG Designer, Narrative Designer
Genre Single Player, Narrative, Action, Mod
Platform PC
Production Time 2 Weeks
Team Size 1
Engine RedKit
I pitched the project idea to my direct superiors, wrote both the game design and technical documentation, and kept it up to date.
I built a prototype to test the project’s technical feasibility, and then managed the development team, assisting with troubleshooting and Software Architecture, on a sprint-by-sprint basis.
I designed with a focus on the modularity of its components, enabling the project to be delivered in two months while increasing the amount of content beyond the initial plan by 20%.
Role Game Designer, Producer,
Game Development Supervisor
Genre Local Multiplayer, Party Game
Platform PC
Production Time 2 Months
Team Size 40+
Engine Unity, C#
Studio Bigrock
Publishers Commodore, Bigrock
I handled the entire codebase development process, implemented in C#, while coordinating with the other team members.
I designed the character classes and tailored each character to ensure a unique gaming experience.
I pitched ideas for gameplay and level design, taking strong ownership of them when approved.
Role Game Developer, Game Designer
Genre Party Game, Local Multiplayer
Platform PC
Production Time 4-6 Weeks
Team Size 16
Engine Unity, C#
Studio Bigrock - Red32
Publishers Commodore, Bigrock
I wrote the game design documentation, taking ownership of most mechanics in the game.
I handled the in-engine development of the gameplay and the main post-process shaders (necessary for gameplay) using Unreal Blueprints, Shader Graph, and HLSL.
I wrote the in-game documents that drive the story forward, and other handouts. I created a system based on String Tables to ensure ease of text editing and localization.
I coordinated the remote development team, managing sprints and deadlines, to ensure we met the tight deadline, using tools such as Click-up, Discord, Google Sheets, and Google Docs.
Role Game Developer, Game Designer, Narrative Designer
Genre Single Player, Puzzle, Narrative
Platform PC
Production Time ~6 Weeks
Team Size ~10
Engine Unreal 5, Blueprint, HLSL
I took full ownership of developing a class of characters, collaborating closely with the rest of the team.
I worked on the existing codebase to complete the development of AI for enemies and allied companions.
I organized testing and collected data, proposing and obtaining approval for design changes aimed at improving game balance.
Role Game Developer
Genre Bullet-hell, Top-down, Local Co-op
Platform PC
Production Time 8 Weeks
Team Size ~20
Engine Unity, C#
I love to participate in Game Jams, here are some of the latest ones I have taken part in:
Me, unboxing "Brass Birmingham”.
Board games remain a passion of mine and a great inspiration.
Hi, I am Sanzio Pedersoli, a Game Developer and Technical Game Designer with 5 years of professional experience.
Since childhood, I have always been creating games. When I was 12 years old, most of my peers were playing my TTRPG "Le Cronache Di Agramania".
At the same time, I began to take an interest in creating video games (which were generally forbidden to me because of Moral Panic). I created several point-and-click games in PowerPoint, with various themes, and then began studying PASCAL and creating my first command-line games.
After studying programming in high school, I had decided that I wanted to work in the video game industry, so I got a degree in “Nuove Tecnologie dell'Arte”, which provided me with theoretical skills in several fields, including Game Design, Game Development, Storytelling, and Filmmaking.
The last training experience was more hands-on, at BigRock School, where I specialized in Game Development, became proficient in 3D modeling, and did several projects on Unity and Unreal Engine. After my studies, I worked at this school as a researcher.
To date, I have worked on several video games and Serious Gaming projects published by Commodore, Novis Games, and Logosnet.