About me
Hi, I'm Alessandro Iapà and I am a
Game Programmer.
I started being interested in the videogames' world since I was a child, in fact I started playing videogames on my dad's PC when I was about 4 or 5 years old, and both my cousins took me in this world with their PCs and consoles.
Apart from Game Developement, I am really interested in Physics, expecially particles and astrophysics, as well as Engineering, Mathematics, Chemistry and so on.
I found a way to make my dream come true thanks to the Digital Bros Game Academy, that taught me everything that I know about Game Developement, and also how to keep on learning and growing.
I am currently focusing on learning new things and languages, as well as improving my knowledge as a Gameplay Programmer.
Latest Projects
The Nemesis Metaverse
November 2022 - May 2024
The game:
The Nemesis is an open virtual social network built around user-generated content, gamification and entertaining experiences in AR and soon in VR, fully available on mobile - with iOS and Android native apps - and browser, with no special hardware needed, providing a versatile platform where different individuals and businesses can find their own space and fulfill their needs.
My tasks:
My role in the company varied depending on the necessity, but I was mostly focused on Tool Development, R&D and UI Programming, as well as refactoring and readapting legacy code.
Land Presale | It's time to create what you've always dreamed | The Nemesis
June - September 2022
Me Contro Te: World
The game:
Me Contro Te World is a mobile game available on Apple Store and Google Play Store in which the player has to manage an apartment, playing and interacting with the famous italian YouTubers' couple "Me Contro Te", as well as minigames
to earn special rewards.
My tasks:
As a Game Programmer, I’ve worked on a minigame that had to be integrated in the macro structure of the game.
Thanks to this opportunity I’ve strongly improved my coding skills as well as my knowledge about Design Patterns.
M
Older Projects
April - July 2021
Shrouded
Shrouded
Trunk Town
The game:
Shrouded is the biggest and latest project I've developed at the Digital Bros Game Academy, we collaborated with Lunar Great Wall Studios S.r.l. and RaceWard Studio.
It is an online multiplayer game where you have to travel the desert on a boat, survive the storm and explore sites to gather resources and discover the desert's secrets.
My tasks:
My focus on this game, which had two gameplays, was on the Exploration System, where I had to face the challenge of making a shared realtime UI system, with different phases and interactions upon the current role of each player.
I've also contributed in making the boat's movement and features, and also player's databases, along with some VFXs, shaders and animations.
Here you can try Shrouded (bring a friend with you, because it needs two players)
February - March 2021
The game:
Trunk Town is a mobile game, like Jugglernaut, it was developed at the Digital Bros Game Academy, in collaboration with Whatwapp Entertainment S.r.l.
Your objective is to build a village for your cute animals: to achieve that, you need to gather resources by playing memory.
My tasks:
This game had two different gameplays: memory and village building. I focused on the latter.
It was a great challenge, I've used Unity's Scriptable Objects system for creating the town data structure and sharing common informations. I've also been focusing a lot on saving game datas, UIs, task scheduling and camera.
As for the previous project, I helped 3D artists managing assets and using Fork.
November - December 2020
Jugglernaut
Trunk Town
Jugglernaut
The game:
Jugglernaut is one of the first games I've realized during my studies at Digital Bros Game Academy.
In this game you are an ex-juggler, fired from a circus and hired as a mantainer in a cinema, there's just one problem, the only thing you can do is... Juggle.
You have to juggle every object and complete some quests.
My tasks:
As a programmer, my role in the team focused on the menus and VFXs.
We were a small team, with a small knowledge of how to make a 3D game, so we had the opportunity to experiment a lot, in fact I helped my 3D artists learning the basics of Unity for importing assets and creating materials and using a Git's GUI client, Fork, for pushing those assets.
M