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.
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.
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.
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.
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.
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!
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.