Tommaso Magherini

Game and Level Designer

Hello! My name is Tommaso and I am a designer with a decade of professional game industry experience.
Over the years, I've been able to work on a wide variety of games ranging from indie-size projects to AAs, collaborating with some of the most talented minds in the industry (see the projects below) to bring fresh and appealing ideas to the market.
While my focus has been on game and level design, I’ve taken other roles over the years that have helped me learn a great deal about making games.For me, design is about surprising players, and I love doing it taking inspiration from the real world. Emotions, architectures, historical events and adventures, especially the ones I've lived myself: everything can be used to tell a story and enhance gameplay, arousing players curiosity for the world.

EXPERIENCE

Project Pyramid (INDIE)

Category: Action-Adventure
Developer: Team Pyramid
Duration: 2024
Platforms: Windows
Technologies: Unreal Engine 4
Role: Lead designer

Veil (ON HOLD)

Category: FPS Co-Op
Developer: Graewolv
Duration: May 2022 - Jan 2024
Platforms: Windows
Technologies: Unreal Engine 5
Role: Lead designer

Edengate: The Edge of life

Category: Graphic Adventure
Developer: Hook (505 Games subsidiary)
Duration: Mar 2020 - Oct 2021
Platforms: PlayStation 4/5, Xbox Series O/S/X and Windows
Technologies: Unreal Engine 4
Role: Level Designer

SURVIVAL AA (CANCELLED)

Category: Action-Adventure
Developer: Ovosonico
Duration: Jun 2018 - Feb 2020
Platforms: PlayStation 4, Xbox One and Windows
Technologies: Unreal Engine 4
Role: Level designer

DIE YOUNG

Category: Action-Adventure
Developer: Indiegala
Duration: Jan 2015 - May 2018
Platforms: PlayStation 4 and Windows
Technologies: Unreal Engine 4
Role: Game and Level designer

BLOCKSTORM

Category: FPS online
Developer: Indiegala
Duration: Nov 2013 - Dic 2014
Platforms: Windows
Technologies: Unity 4.5
Role: Game and Level designer


After the closing of the previous project, I took some time to focus on a personal project that I had been in my mind for a while. I gathered a group of former colleagues and friends, including the renowned
writer Matthew Seiji Burns and BAFTA-winning actor Edward Rowe, to create Project Pyramid.
Project Pyramid is a first person, action-adventure game based on Giovanni Battista Belzoni’s archelogical expeditions.
Set in 1816, during the early days of Egyptology, the game follows the disgraced adventurer on the track of the forgotten cult of Atem while vying with the Alter Ego of his past.
Project Pyramid aims to "redefine" the archaeological gaming niche with a more grounded and realistic approach, emphasizing intuition and a non-linear experience. Within multiple locations in Egypt, players must find their own path to unravel the mysteries of Egypt using a variety of mechanics such as exploration, climbing, combat, investigation, and puzzle-solving skills.Game Design
• Define pillars for a modern archelogy experience.
• Design, prototype and iterate on 3Cs mechanics.
• Define, prototype and iterate traversal mechanics like park-our and climbing.
• Create investigation mechanics (aka the Notebook), balancing the accessibility with freedom typical of archaeology.
• Define, prototype and iterate combat mechanics including various low level system such as aim assist, controls, snap target and various other systems.
Level
• Create and block-out levels.
• Design and implement a wide variety of puzzles, from mechanical to physical-based ones.
• Script combat encounters.
Studio Head
• Manage and lead a team of 7, reviewing work, setting goals and deadlines.
• Create and maintain pitch, design and financial documents for external stakeholders.


Graewolv was a small start-up founded by three industry veterans: Martin Ekdal (former CEO of Sympligon), Alessandro Tento (former VP of Art at Activision), and Jonas Eneroth (former Development Director at IO Interactive). Their vision was to bring a fresh perspective to the trending sector of tactical shooter experiences, embodied in their project Veil.Veil is a first-person cooperative tactical horror shooter that blends intense combat with supernatural elements. Players must rely on stealth, teamwork, quick thinking, and dark powers to survive the horrors of a demonic dimension.I initially joined Graewolv as a Senior Level Designer. However, I was soon entrusted to restart the project according to the Director’s vision.
Additionally, I took on the role of Studio Lead, overseeing a team of six from the concept stage to the creation of a playable Vertical Slice.
My responsibilities included:Game Design
• Define new game design pillars aligned with the Director’s vision.
• Take ownership of the game co-op PvE experience, define the combat direction and core loops.
• Design, prototype and iterate first-person shooter 3Cs mechanics focusing on the tactical aspects of the project.
• Define, implement and balance weapon mechanics, including various low level system such as Recoils, Hip-spread and Sway.
• Design, prototype and iterate unique demonic powers.
• Design and balance Master AI and AI implementation.
Level Design
• Create layout and block-out of levels, taking in consideration multiple players, our open area philosophy and the technical constrain of a vertical slice.
• Design, build and scripts multiple locations emphasizing AI Encounter, Puzzle, and Exploration pacing.
• Setup and script combat encounters, focusing on the game's horror theme, heightening tension and atmosphere.
Manager
• Manage and lead a team of 5, reviewing documentation and work, setting goals and deadlines while promoting a positive work environment.
• Create and maintain pitch, design and financial documents for external stakeholders.


EdenGate is a third-person intimate narrative adventure set during the outbreak of a mysterious infection, reflecting on feelings of uncertainty, isolation, and hope in the face of devastation.
Mia Lorenson wakes up in an abandoned hospital, full of questions: What happened to her? What happened to the world?
EdenGate was a small narrative project conceived during a tumultuous period of studio reorganization, transitioning from Ovosonico to AvantGarden amid the challenges of the Covid outbreak. I was in charge of the level design.My responsibilities included:• Take ownership of all levels from concept to final stage.
• Be the vision holder and producer for the levels.
• Create level layouts.
• Design and script gameplay and environment events by using Blueprint.
• Collaborate with environmental artists, animators and programmers.
• Work with writers on what characters should say to reinforce gameplay.
• Mentor multiple designers and support them through different stages of development.

SURVIVAL AA


While I can't disclose specific details about this cancelled project, it was an innovative survival game developed through the collaboration between Massimo Guarino and J.J. Abrams. I was responsible for the level design of the game.


Following the success of Blockstorm, I was entrusted with defining the gameplay, base narrative and scale for a more ambitus project: Die Young, a single-player survival game that focus on exploration, climbing, stealth and puzzle solving.Die Young is a first-person, open-world survival action-adventure set on a stunning Mediterranean island. Waking up buried alive and left for dead, players must rely on their wits, agility, and determination to survive and escape. The game offers the freedom to explore a breathtaking yet perilous island while unravelling its mysteriesAfter defining the core elements of the game, including the narrative setting, I spent two years leading the design of the 3Cs and other action mechanics while overseeing the creation of the first half of the open-world. During this time I also mentored a couple of junior level designers, supporting their growth and contributions to the project.My responsibilities included:Game Design
• Take ownership of the gameplay experience, establish core pillars and game loop.
• Design, prototype and iterate 3Cs mechanics
• Define, prototype and balance traversal mechanics like park-our and climbing
• and combat.
• Design and implement dialogue systems and game sequences with spawn points, dialogue triggers, and NPC conversations.
Level Design
• Take ownership of the first Open World Part, defining the structure and flow.
• Design, build and scripts multiple locations emphasizing AI Encounter, Puzzle, Exploration and Narrative pacing
• Mentor multiple designers and support them through different stages of development


I joined the Ghost Shark team, consisting of three members, as a junior designer to work on Blockstorm. My primary responsibilities included defining the combat loop and being responsible for multiplayer maps.Blockstorm is an adrenaline FPS set in a fully destructible voxel-based world. Unleash your creativity with the intuitive in-game editor, allowing you to create, customize, and share maps, characters, and weapons from scratch with the community. Dive into an experience where your imagination shapes the battlefield!My responsibilities included:Game Design
• Take ownership of Combat, establish the game loop and balance 3Cs mechanics.
• Design and balance all weapons.
• Define and iterate multiple game modes to ensure variety and engagement.
Level Design
• Design, build and iterate 11 (of 15) multiplayer maps.
• Work with the community to improve map combat flow.

ABOUT ME


Hello!

I am a passionate game designer with over a decade of experience in the industry. Throughout my career, I’ve had the privilege of working on a diverse range of game types, platforms, engines, and technologies—from multiplayer voxel shooters built in Unity to open-world action-adventure games developed in Unreal Engine.My path began as a junior-level designer, and I worked my way up to game designer until leadership roles to guide teams and projects. A long list of different roles that have helped me learn a great deal about making games.This journey has enabled me to collaborate with some of the most talented minds in Europe, forge friendships, and learn a variety of creative approaches.

Why is so important?

All those experiences have make me quick to learn, adapt and leverage all my background to mold whatever we are making into something unique and entertaining. Skills that help me see the bigger picture, identify how different elements can fit togeher and anticipate potential roadblocks, allowing for timely course corrections.I have had the opportunity to serve in leadership roles, where I prioritize emphaty, the exchange of ideas, individual empowerment and collaboration, striving to support the team in achieving collective success.My passion for game development drives me to continuously seek opportunities to learn, grow, and integrate real-world location,facts and experiences into the  projects.Outside of work, I enjoy traveling, especially on a red Vespa, sipping espresso, cooking, organizing adventures, surfing, climbing and, of course, playing video games.