For over 15 years I’ve built my career at the intersection of game development and SaaS solutions — including 7 years as CTO and co-founder of two companies — designing scalable, high-performance systems, from multiplayer game architectures to cloud-based enterprise applications and real-time backend services.
I lead cross-functional teams across the full product lifecycle — architecture, development, deployment and live operations — consistently balancing technical excellence with business impact. I stay close to the code: the leverage comes from building the tools and the standards, not from stepping away from the work.
I work as an AI-augmented engineer, and I build the tooling that makes the practice work at team scale: shared agents, custom skills for memory and feature planning, MCP servers, and template projects with embedded agent instructions. Architecture, code review and anything touching security or sensitive data stay under human ownership — speed comes from removing bottlenecks in the process, not from lowering the bar on the output.
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Technical Skills
- AI-Augmented Engineering — Claude Code, Cursor, agentic development workflows, custom MCP servers, subagents & CI hooks, AI-assisted code review and refactoring, ML-based automated playtesting
- Game Development & Real-Time Systems — Unity3D, Photon Engine, Microsoft Orleans, PlayFab, Nakama, GameSparks, EOS, Akka.NET, Metaplay, Zenject
- Cloud & Backend — AWS (EC2, S3, Lambda, Elastic Beanstalk, RDS, ElastiCache), Microsoft Azure, Docker, Kubernetes, Jenkins
- Languages & Frameworks — C#, .NET, Go, Python, JavaScript (Node.js, React, Angular, Ionic), PHP, Laravel
- Databases — MySQL, PostgreSQL, MongoDB, Cosmos DB, Redis, DynamoDB
- Architecture & Scalability — Microservices, RESTful APIs, CI/CD, DevOps, performance optimization
- Monetization & Engagement — In-game economies, gamification, live-ops strategies
Leadership & Practice
- Building and mentoring cross-functional engineering teams (7+ direct reports as CTO)
- Introducing and governing AI-augmented engineering as a team practice, with clear guardrails
- Technical strategy, architecture ownership and long-term maintainability
- Strategic decision-making, product vision and stakeholder collaboration
- Agile & Scrum delivery, technical communication and hands-on mentorship
Experience
Senior Software Engineer — Gram Games (Zynga)
London, UK · Mar 2025 – Present
Working on new game titles — including FruitFall! — across both client (Unity3D/C#) and server (Nakama/Go/PostgreSQL), focused on scalable, high-performance and engaging gameplay experiences.
- Owned the full customisation of the Nakama server and its Hiro extension, building game-specific backend features on top of the stock framework in Go and PostgreSQL.
- Built client-side gameplay and UI systems on Unity’s latest stack — ECS/DOTS for data-oriented performance and UI Toolkit for the interface layer.
- Developed a Figma-to-Unity import plugin that pulls design files straight into the project, removing a manual hand-off between design and engineering.
- Built and shared the team’s AI development toolkit — working guidelines, shared agents, custom skills for memory and feature-planning systems, and template projects with embedded agent instructions — a primary driver in compressing new-title prototyping from 6–12 months to 6–10 weeks.
- Established guardrails for AI-assisted development: human approval on every merge request, automated review routines that always end in human sign-off, and a data-obfuscation layer that strips sensitive information before anything reaches an LLM. AI accelerates review so it stops being the bottleneck — it never replaces it.
- Prototyped an ML-driven automated playtester with Unity ML-Agents: an agent that learns to play the game and validates level design, surfacing balance and progression issues far earlier than manual passes allow.
Senior Software Engineer — NaturalMotion (Zynga)
Birmingham, UK · Mar 2023 – Feb 2025
Built multiplayer functionality for CSR3, the new chapter in the CSR drag-racing franchise, owning both client- and server-side components with Unity3D, C#, Redis and Microsoft Orleans.
- Architected the client–server layer for horizontal scalability, validated through load testing up to 1M concurrent users.
- Built low-latency real-time multiplayer features, tuning the netcode for stable races under variable network conditions.
- Owned the systems end to end, from client-side prediction to the Orleans-based server backend.
Freelance Lead Software Engineer & Consultant
Italy · 2018 – 2023
- Tek01 (Trieste) — Led the development team enhancing an electronic-invoicing platform (PHP, React, Python, MySQL), ensuring compliance with Italian standards and directing the AWS deployment (Elastic Beanstalk, S3, Lambda, RDS, ElastiCache).
- SpinVector (Benevento) — Developed 2D/3D educational games (Unity3D, C#) focused on environmental awareness and cultural heritage, integrating Game Center and Google Play Games leaderboards and deepening interactivity by feeding real-world data into gameplay.
- Kedea (Milan) — Built GeniuSuite, a platform for streamlined Google Workspace for Education setup and data synchronisation (Laravel, PHP, Angular, MySQL), deployed on Microsoft Azure.
- Digital Tales (Milan) — Led game development for SBK racing and RPG titles on mobile and desktop (Unity3D, C#) — including Cybercity Chronicles, a digital-security edutainment title commissioned by Italy’s Department of Information for Security (DIS) — optimising assets to improve performance and user experience.
- Fattura Elettronica Pro (self-founded) — Built and ran a SaaS product that extends the Fatture In Cloud accounting platform through its public API, automating electronic-invoicing workflows for its users (PHP, Vue.js, MySQL), with a job/queue pipeline for asynchronous processing.
Product Manager — GamePix
Rome, Italy · Jul 2016 – Jul 2018
Managed mobile-gaming projects with a focus on gamification and innovative business models to grow user engagement and monetise the company’s game catalogue (Python, Ionic, JavaScript, Cosmos DB, Microsoft Azure).
CTO & Co-Founder — Mangatar S.r.l.
Salerno, Italy · 2011 – 2016
Co-founded Mangatar and led the company’s technical direction in mobile game development. Managed a multidisciplinary team of 7+, overseeing project management, technical strategy and product development with a focus on performance, UX, real-time multiplayer and data-driven design (Unity3D, Photon, PlayFab, GameSparks, MEAN stack, PHP/MySQL).
CTO & Co-Founder — DDT Network S.a.s.
Naples, Italy · 2009 – 2011
Co-founded DDT Network and led development of B2B web and mobile products, with scalability and performance as the constraints that shaped every decision. Built Business Intelligence web applications and eCommerce platforms with responsive front-ends and custom WordPress plugins, designed the SQL/NoSQL data layers and the RESTful APIs on top of them, and led native iOS app development with a strong UI/UX focus.
Education & Training
- MSc in Computer Science — University of Salerno, Italy (2002–2008) · 110/110 with Honours
- AppCademy — AppCampus Accelerator Program — Helsinki, Finland (2013)
- Startup School — Mind the Bridge Foundation — San Francisco, USA (2012)
My Story
My curiosity for computers started in childhood, watching my father work on them — and it never stopped. I graduated in Computer Science from the University of Salerno, with a dissertation on an electronic voting system and a thesis on graph algorithms, the latter carried out in Reykjavík, Iceland.
Over the years I founded several companies, starting with web applications built on the “modern” technologies of the time (jQuery, HTML Canvas, CSS3), then moving into mobile — first native with Objective-C, then with cross-platform frameworks. Partly by chance and partly out of passion, the software I built started to look more and more like video games. That was the Mangatar era: my education as a “startupper”, and a collaboration with Microsoft to port one of our games to Windows Phone that led me into Unity3D — love at first sight ever since.
Along the way I dug into everything around game-making: the psychology of game design, data analysis, multiplayer systems, freemium business models, backend-as-a-service and user acquisition. As a freelancer I’ve collaborated with Italian studios such as DigitalTales, SpinVector and Just Funny Games, and built long-running partnerships — with Michele Criscuolo on countless projects, with Maestro Libero Iannuzzi on musical games for children, and with Daniele Biancardi of Geniusuite on web and mobile products for schools and education.
Outside of tech I dance Lindy Hop, listen to a lot of jazz and swing, stay active with CrossFit, and travel to explore new cultures. These things keep me inspired and driven.
Selected Projects
A selection of the games, apps and software I’ve worked on. You can browse everything from the Portfolio menu at the top.
Games
FruitFall!
CSR3
Umm al-Dabadib
SBK Official Mobile Game
PlasticFreeGC
Cybercity Chronicles
Asgard Rift: Battle Arena
Shopkins: Top Trumps
Magic Carpet Nightmare Experience
Dengen Chronicles
Mangatar SagaWeb App & Software as a Service
GenuiSuite for Google Workspace
Fattura Elettronica Pro
Web Management Software
WooCommerce Plugin
Quod WebMobile Apps (iOS & Android)
VG5 – 250 Free Games
Dona con SMS
Url.oO
NUCT
Forza Italia
WorldCup 2010
All The AnswersLet’s Talk
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