Home

Welcome to my site!

I’m Manfredo, a game designer from Italy currently based in Warsaw, Poland. I’ve been making games for 7+ years now, 4 of which professionally. My first years of game making are split between Milan’s DBGA academy and lots of personal projects, many of which you can check out in this very website. The last four years I spent in the sunny Warsaw working on two platformers and an unannounced AAA project.

My professional projects→
My best projects→
That time I made 5 games in 5 weeks→

Recently I joined Wargaming as a Senior Technical Game Designer to help on the upcoming WoT: Heat.
At Wargaming my current responsibilities include:

  • Ownership over 1 Hero and 4 of the Tanks, encompassing everything from concept to CCC and gameplay abilities. 
  • Planning and designing the many needed tools and systematical improvements to our own custom ECS engine.


For the previous 2 years I worked as a Senior Technical Game Designer for People Can Fly on the AAA project code named Gemini. At PCF I honed my skills with Unreal Engine, putting great focus on the Gameplay Ability System, an industry standard plugin comsisting of an RPG framework that allows to create, prototype and iterate quickly on mechanics, systems and gameplay.
My contributions included:

  • Owned, designed and implemented a perk system of 60+ items. Where I had to design a cohesive set of items that enhanced mutliple playstyles while at the same time ensuring a modular, iteratable and efficient implementation
  • Owned, designed and implemented all of the core status effects in the game. Affecting both player and AI characters. These features were made in close collaboration with VFX, SFX, AI, design and code teams.
  • Created a technical system called “keyword system” that allowed to link various sets of perks and skill tree nodes to all variables and events used by the various sets of core gameplay abiliies. This was done partly through the GameplayAbilitySystem, partly through custom code and partly by proposing and enforcing standards of implementation on all teams involved.
  • Provided broad technical support for the team implementing a skill tree of 300+ perks, streamlining their workflow and improving collaboration across gameplay teams through my mastery of GAS
  • Mentored junior colleagues by managing their workload and teaching them how to apply GAS within the project. Also mentored and taught GAS to team members that were just approaching it for the first time.
  • Owned the main BluerintLibrary for GAS related implementation and implemented and mantained almost all UMG debug UIs in the game, touching vitually all systems in the game: inventory, progression, world and quests, crafting, custom commands, game modes and (so) much more.


Before finally landing a dream job in the AAA space I worked for well over a year as a Level Designer on two different Platformers. My first shipped game was Tate Multimedia’s Kao The Kangaroo, a well beloved polish IP where I owned several levels at various stages of completion. After Kao I joined, for short stint, a team of friends at Purple Ray Studio working on the early stages of Boti: Byteland Oveclocked.


Last but not least enjoy this small jewel that came from that time I made 5 games in 5 weeks as part of a challenge I took part in, called Game A Week. It’s from a long time ago at this point…but I loved working on it: GameAWeek #4: Space Run.

This website I use as a portfolio, but also as treasure chest for memories of all I ever worked on in relations to games. So if you made it this far, please check out my most notable projects, so you don’t get lost 🙂

Enjoy!