Software Engineer with a strong focus on low-level systems and real-time programming, primarily in game development.
I'm driven by understanding how software actually works under the hood: from C++ and C# architecture down to memory management and system internals, rather than treating any part of the stack as a black box.
Attention to detail and technical rigor are central to how I work: I take the time to understand the reasoning behind a system before building it, and I aim for clean, well-structured solutions over quick fixes. This shows in how I approach building systems that are modular, data-driven, and easy to extend, whether working on gameplay features, editor tools, or backend logic.
I have hands-on experience with Unreal Engine 5 and Unity, alongside a growing foundation in software architecture and low-level programming more broadly, also externally from the video game product.
I enjoy problems that require precision and depth, and I'm always looking to sharpen both my technical and analytical skills further.
TL;DR, in code:
class Manuel final : public SoftwareEngineer
{
public:
static constexpr std::array<Focus, 2> interests = {
Focus::GameDevelopment,
Focus::EngineDevelopment
};
private:
const std::string education = "AIV (Accademia Italiana Videogiochi), 2022-2025";
const std::string philosophy = "Build it yourself, then you'll actually understand it";
};Almost every repository follows the same three-layer README. Pick the depth you need.
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The 30-second pitch. What the project is, what it does, why it was done and what I learned from it, enough to decide if it's worth going deeper, without opening a single file. |
See it running. Tech Stack, setup, controls, and configuration, with screenshots, GIFs or clips showing the thing actually working, not just described. |
The part that matters most. Architecture, algorithms, data structures, and the reasoning behind the hardest decisions: what I tried, what broke, what I'd change next time. |
