duccio.carnicelli999@gmail.com

Duccio Carnicelli

17 Developers

8 Weeks

Zap (Custom Engine)

Petrified

A hectic on-rail shooter built on Zap!, a custom engine able to run on PS5.
Shoot, move and dodge to take enemies down, avoid hits and collect pick-ups to increase your high-score on your way to the final boss.

Role: Level Designer

Responsibilities:

  • Designed, implemented and added logic to the blockout.

  • Picked up a custom engine and learnt to use its tools to implement the level design, events and level ingredients.

  • Iterated based on data from playtesting sessions and online feedback.

  • Helped the team organize its Agile processes.


Projects

Solo

8 Weeks

Unreal Engine

Boomer Shooter -
An Upward Breakout

A single player level for Boomer Shooter, an FPS Unreal Engine 5 template inspired by Quake, focused on the introduction and development of a supporting mechanic suited for both combat and exploration.

Role: Level Designer

Responsibilities:

  • Designed and implemented the level layout and blockout.

  • Scripted encounter design.

  • Designed and implemented a supporting mechanic in two different forms.

  • Iterated based on data from playtesting sessions and online feedback from the Quake community.


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12 Developers

8 Weeks

Unreal Engine

Palegrave

A fast-paced arcade FPS : shoot, collect gems to gain extra lives and keep moving to kite and survive an endless waves of relentless enemies

Role: Encounter Designer

Responsibilities:

  • Designed and implemented the spawning system.

  • Designed enemy waves and overall intensity of an average play session.

  • Iterated based on data from playtesting sessions.

  • Prototyped enemies and iterated on their behavior alongside programmers and technical designers

  • Researched competitors and investigated the target audience we were designing for.


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Duccio Carnicelli - Level Designer

I'm a level designer from Italy, currently located in the
Netherlands and studying Design and Production at
Breda University of Applied Sciences

I'm a player experience-first designer with an eye for
usability, interested in how games can deliver meaningful
moments as a multimodal form of discourse.

About me