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

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

Master Thesis about Real-time Liquid Simulation with Unity DOTS

  • Implemented a PB-MPM liquid solver in Unity using ECS, Jobs, and Burst.
  • Designed a tiled particle-to-grid transfer to avoid write conflicts during parallel execution.
  • Added solver controls and a debug overlay to tune frequency, iteration count, and interpolation behavior at runtime.
  • Profiled the solver systematically and evaluated tradeoffs between particle count, iterations, frequency, and grid resolution.

This master thesis project explores how Position-Based Material Point Method can be implemented in Unity DOTS and whether it can stay within a practical real-time budget. My work covered the solver architecture, job-based particle-grid transfers, liquid constraint solving, debugging tools, and the profiling and analysis needed to judge the approach beyond just getting it to run.

University

IT University of Copenhagen

Game

Liquid Simulation in DOTS

Date

2026

Duration

3 Months

Team Size

Solo

Space War - High performance programming with Unity DOTS

  • Built a large-scale swarm simulation in Unity DOTS supporting up to 5000 entities running with 90fps
  • Implemented fighter target finding, steering, movement, and shooting systems.
  • Created asteroid spawning and avoidance behavior so ships could react to moving obstacles.
  • Worked in a data-oriented setup designed to compare main-thread, scheduled, and parallel execution modes.
  • Built a debug overlay for authoring and tuning ship behavior at runtime.

This final project for the High Performance Programming course at the IT University of Copenhagen explores a large-scale space battle built with Unity DOTS. My main responsibilities were the fighter entities (small ships) and the asteroid systems, which meant shaping both the swarm behavior of the small ships and the environmental obstacles they had to navigate around while keeping the whole setup compatible with high entity counts.

University

IT University of Copenhagen

Game

Space War

Date

2026

Duration

1 Month

Team Size

2

Gib Ihm Gibbon

  • Built the player character controller and core slap interaction.
  • Implemented footsteps, idle sounds, slap sounds, and other gameplay audio feedback.
  • First appearance as a voice actor in the role of Zoo Visitor 3.
  • Responsible for a good time at the jam and the continuous provision of snacks.
  • Close collaboration with sound designer to improve the quality of high fidelity slap sounds

Gib Ihm Gibbon was our Global Game Jam 2024 game for the theme "Make Me Laugh". Our idea was to let the player take control of Gibbi, a monkey who gets so annoyed by zoo visitors that he starts slapping them into outer space. I loved working for this jam. I do not think I have ever laughed that much while making a game, and the team was amazing!

Game Jam

Global Game Jam

Game

Gib Ihm Gibbon

Date

2024

Duration

48 hours

Team Size

5

Duskborn - Gameplay Programming and Technical Leadership

  • Led a three-person engineering team, organized weekly meetings, and coordinated tasks and milestones with the other department leads.
  • Implemented the player controller in C++ with sprinting, dashing, jetpack movement, and a physics-driven grappling hook.
  • Built a modular prosthesis system with swappable combat abilities and shared animation system.
  • Created an observer-driven upgrade framework that combines trigger parts and effect parts into reusable items.

Duskborn is a third-person shooter roguelite developed in Unreal Engine 5 during a university production course designed to mirror a real studio pipeline. I worked as both Game Programmer and Head of Engineering. It was definitely the biggest group project of my academic career and taught me valuable lessons about communication and teamwork.

University

Hochschule der Medien

Game

Duskborn

Date

2023

Duration

4 Months

Team Size

18