Fabio Mangiameli

My name is Fabio Mangiameli. I currently study Game Technology at the IT University of Copenhagen. I also work as a game programmer for Chasing Carrots. I love game development and have a passion for programming. Have a look at the game projects I did during my studies and professional career.

Proficient Programming Languages:

Tools I am experienced with:

My favourite projects

Hypothermia - Gameplay and Network Programming

  • Built multiplayer gameplay systems in Godot using GDScript and C++.
  • Experienced various project steps, from prototyping to full production
  • Implemented enemy AI in Godot, using coroutines and later Limbo AI behavior trees.
  • Improved networked physics in C++ with Jolt Physics.
  • Built custom networking layer in Godot, mesh networking, late-join support, and packet chunking for large state transfers.

During the development of Halls of Torment, Chasing Carrots began prototyping a new title, and I joined during its early stages, taking on a wide range of tasks. For me, it was a very valuable learning experience because it allowed me to strengthen my gameplay programming skills while also building a completely new skill set in multiplayer game development.

Company

Chasing Carrots

Game

Hypothermia

Date

2024-2026

Duration

1.5 years

Team Size

10

Hypothermia - Custom Multiplayer Networking in Godot

  • Refactored Godot's multiplayer networking layer to remove reliance on the built-in MultiplayerAPI
  • Designed and implemented the integration of the MultiplayerPeer into the custom Communication Line System in C++
  • Implemented peer-to-peer network meshes for both ENet and Epic Online Services using GDScript
  • Integrated and validated the new networking architecture into the existing codebase
  • Identified and resolved a critical multi-mesh limitation in the EOS Godot extension

I replaced Godot's built-in MultiplayerAPI with a custom networking layer that directly interfaces with MultiplayerPeer, improving flexibility, modularity, and authority handling. I also implemented full peer-to-peer network meshes using ENet and Epic Online Services, enabling low-latency client-to-client communication and support for features such as proximity voice chat. The system was integrated into the studio's codebase, tested in gameplay sessions, and extended with a C++ fix to support multiple concurrent network meshes.

Company

Chasing Carrots

Game

Hypothermia

Date

2025

Duration

4 Months

Team Size

10

The Untold Story of Vísdómír - Production and Technical Leadership

  • Hands-on learning experience to better understand the work of producers and game designers, which helped me improve cross-disciplinary communication and collaboration as a programmer.
  • Learned about production based on "A Playful Production Process" by Richard Lemarchand
  • Structured the project into ideation, pre-production, production, and post-production
  • High focus on scoping to prevent unnecessary crunch in the project
  • Developed skills as a game and level designer

The Untold Story of Vísdómír is a first-person narrative exploration project developed during my master's studies at the IT University of Copenhagen. I took on the roles of producer and tech lead while also contributing to sound and level design, with a strong focus on shaping a manageable scope, a clean team workflow, and a world that supports clue-driven exploration without relying on navigation markers.

University

IT University of Copenhagen

Game

The Untold Story of Vísdómír

Date

2025

Duration

3 Months

Team Size

6

Halls of Torment - Gameplay performance optimizations and Profiling

  • Implemented production-ready code for a shipped game
  • Integrated Tracy into the custom C++ Godot engine build to enable deep runtime performance analysis
  • Profiled heavy in-game scenarios with hundreds of active entities to identify real bottlenecks
  • Implemented object pooling and spawning in a separate thread to reduce allocation overhead
  • Introduced time slicing for the frost status effect, improving frame stability
  • Added game object global position caching in C++ and exposed it to GDScript for gameplay systems

Back in 2024, this was the first task I received after joining Chasing Carrots as a Game Programmer. Halls of Torment was still in early access and suffered from performance issues toward the end of a run. As a survivor-like game, it features a large number of entities and projectiles on screen during the final minutes, which heavily impacted performance. With the upcoming console release in mind, I was tasked with investigating these issues and migrating the project from the Optick profiler to Tracy.

Company

Chasing Carrots

Game

Halls of Torment

Date

2024

Duration

2 Months

Team Size

10

Enchanted Defense - Building a Game in a Custom Engine

  • Game engine implemented using C++ with SDL2
  • Developed a top-down shooter with this engine and extended the toolset on the run
  • Used patterns such as command, observer, and state machines in concrete gameplay systems.
  • Experimented with grid pathfinding and heat values to influence enemy movement.

Enchanted Defense is a top-down shooter I built in a custom C++ engine with SDL2 to learn more about game engine internals. The project became a practical playground for update loops, rendering, input routing, animation state machines, and reusable gameplay patterns such as command, observer, and prototype-style spawning.

-

Personal Project

Game

Enchanted Defense

Date

2023-2024

Duration

Side project

Team Size

Solo