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Aurora boreale

 CLAUDIO SCUDERI
GAME DESIGNER
 

Greetings! My name is Claudio Scuderi and I am a game designer who loves to invent new mechanics, design levels and create exciting challenges for the players.

Below you can find my portfolio highlighting some of my game development work.

 EXPERIENCE

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Wonder Wings

Wonder Wings is a 3D flying shooting game.
The player controls a plushie, with the goal to defeat all of the enemies in the room, mostly toys themselves, without crashing into obstacles .

Genre: Action-Exploration, Arcade
Engine: Unity
Team Size: ~12

Platform: PC (Itch.io)

Roles and responsibilities

Level Design & Puzzle Design​

  • Designed and built an open space room for a satisfying flying experience.

  • Created environmental puzzles with hidden rewards.

  • Positioned all the enemies in the level and set a route to the movable ones.

Combat Design​​

  • Designed four different type of enemies and created a prediction mechanic to make them feel more threatening.

  • Created a unique fire rate for every type of enemy.

  • Gave the player an overheat mechanic to prevent spam-shooting. 

System Design​

  • Set the player and the enemies HP and movement speed.

  • Set a different bullet speed, range and damage for each enemy.

  • Balanced the stats after receiving feedback from internal playtests to reach the desired game feel.

General Game Design​

  • Designed the player's movement and a bounce mechanic.

  • Introduced an acceleration/deceleration mechanic to give the player a better control of the movement. 

  • Introduced a points system to create retention.

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Nocturnal

Nocturnal is a 2D plaftormer with a dark setting.
The player using his three abilities has to overcome many deadly trials to reach his goal.

Genre: Platform, Adventure
Engine: Unity
Team Size: ~12

Platform: PC (Itch.io)

Roles and responsibilities

Level Design & Puzzle Design​

  • Designed the level and a variety of obstacles.

  • Built these design in-engine using assets made by the art department.

System Design​

  • Set the player speed, jump height and a timer for each activable obstacle. 

  • Created a beat-chart to map the game difficulty during an internal playtest.

General Game Design​

  • Designed the player's abilities, the camera movement and the game systems.

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Sycle (WIP)

Sycle is a turn-based strategy roguelite centered around the concept of Sacrifice. The story revolves around the Goddess Itzel and her struggles to re-create a long destroyed world.

Genre: Strategy, Turn-based, Roguelite
Engine: Unreal
Team Size: ~20

Platform: PC (Itch.io)

Roles and responsibilities

Level Design​

  • Designed and whiteboxed over 10 non-linear levels with a deep focus on grid space to enable different playstyles.

  • Designed various win conditions to diversificate the levels and create replayability.

System Design​

  • Designed numerous obstacles with distinct effects, and successively balanced them to not break the game flow.

  • Planned the game progression and the drop rates for consumables and power-ups through the 7 cycles.

General Game Design​

  • Researched many mithologies to design the player's abilities while staying true to the main character persona. 

  • Carefully designed Reverse Progression to display the concept of sacrifice while retaining the player's feeling of accomplishment.

 About Me

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Ever since I was a child, I have been very curious and have cultivated many interests.

To list a few of them they ranged from astronomy to technology, from extreme sports to film, books, anime and mangas.

Furthermore I have always been immensely attracted to videogames and competitions, during my childhood I would watch my two brothers playing on a console all the time, and I still remember vividly the fun I had when I first played.

That's how this passion of mine was born, and ever since that moment I knew I wanted to work with something related to games.

With that in mind I decided to study Computer Science at university, and after one year I realized how I was slightly off-target. My main objective was not to script functions to move my character, I wanted to create meaningful experiences and to design the game world and its systems. For this reason I opted for an education that covered the topics I was more interested in, and that would be Game Design.​

Now, I will soon graduate in Game Design at Event Horizon School. Over the past couple of years I worked on many game projects in teams. I enjoyed tackling a wide variety of challenges and have developed my skills in multiple aspects of game development, amongst which game, combat, level, and system design.

My objective is to professionally craft accessible and impactful experiences that will leave a mark in the industry and a lasting impression on the player.

If you are curious about my favourite games at the moment, they are: Elden Ring, Hollow Knight and League of Legends.

I would like to add many more titles to cover other genres that I love like survivals and battle royales but I'm gonna stick with those three for now. 
I didn't expect for you to read until here, but I thank you and I hope I didn't take too much of your time.
Want to know anything else about me? For further inquiries, here are my contacts.

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