Commercial Titles

Two very different shapes of ownership — sole programmer on one, senior developer driving core systems on the other.

The Last Faith
2022 – 2024
RoleSenior developer
StudioKumi Souls Games
PlatformPC · Console
ShowcaseGamescom

A dark fantasy metroidvania with soulslike elements, set in a decaying holy city. I owned the core gameplay systems — save architecture, UI, NPC behaviour, character progression, inventory system, status and damage systems — and led the performance work behind the console release.

i Live
2013 – 2022
RoleSole developer
StudioLGD Studio
PlatformiOS · Android
Reach10M+ downloads

A mobile companion app I served as sole programmer on for nine years, working alongside a small team of artists — from first release to over ten million downloads worldwide. Architecture, features, releases: the entire technical side of the product was mine to own.

Explorations

A selection of personal projects.

2D Cinematic Character Controller

In progress

A cinematic 2D character controller for Unity, built entirely from scratch — contact handling, corner correction, moving platforms, and ramp support are all implemented in-house. I'm documenting its evolution in an ongoing blog series.

Contact handling · Corner correction · Moving platforms · Ramp support (WIP)
Read the series →

Unity World Streaming System

Experimental

A streaming and procedural generation system for Unity, built primarily for 2D but usable in simple 3D setups too. It solves two problems: generating scenes dynamically — for endless runners, roguelike maps, or procedurally built platform levels, both at load time and during play — and loading map chunks only as they're needed, spreading the work across multiple frames to avoid hitches. A world-recentering system handles large maps and portal-linked areas.

Dynamic generation · Chunked loading · Frame-spread loading · World recentering

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Fulvio Satta

About

Senior Unity developer based in Palermo, Italy, with 11+ years in the industry. I've worked across the full pipeline — architecture, implementation, and the less visible work that makes a release stable and maintainable — on a mobile app I built and maintained solo for nine years, and more recently as part of a small team shipping a metroidvania for PC and console, where I owned core gameplay systems and led the performance work behind the console port. I've also taught programming at a secondary school. What I enjoy most is working through complex technical problems — weighing different approaches and their trade-offs, and looking for solutions that are as clear, maintainable, and well-suited to the project as possible.