Lorenzo Ferri

Game Programmer | Gameplay Systems, Modding, Tools

Profile

Software engineer moving into game programming, with 4+ years of professional development experience, Godot game jam projects, professional Godot/SUMO visualization work, and a public Elden Ring DLL mod. Strongest in gameplay systems, player controls, UI/input, rapid prototyping, multiplayer prototypes, and native mod/plugin development. Interested in the overlap between programming and design, especially player controls, combat readability, and mechanics that interact cleanly with each other.

Technical Snapshot

Gameplay: character control, combat implementation, progression/upgrade loops, UI/input, game feel iteration

Programming: C++, C#, GDScript, Python, TypeScript, Java, Kotlin, Swift, Lua

Engines: Godot; Unity and Unreal basics

Engineering: Git, debugging, testing, CI/CD, cross-platform development, agile collaboration

Selected Game Projects

RadialMenu - Elden Ring Mod

C++, native DLL, Dear ImGui, MinHook, ModEngine | 2026

Public Elden Ring native DLL mod adding radial menus for spells and quick items.

  • Implemented a controller and keyboard/mouse selection flow where holding the normal spell/item input opens a radial menu, directional input chooses an entry, and release confirms the selection while short taps keep the original behavior.
  • Integrated with the running game's data to resolve spells, quick items, localized names, and icons.
  • Released and maintained the mod for real users, including compatibility work with major Elden Ring mods and game updates.

Borrowed Skin - Brackeys Game Jam 2026.2

Godot, GDScript, shaders, editor tooling | 2026

First-person narrative horror game created by a multidisciplinary team for Brackeys Game Jam 2026.2.

  • Implemented the majority of the game's code, including an event-driven narrative director coordinating a 12-stage story, objectives, interactions, character states, blackouts, branching choices, and three endings.
  • Served as tech artist, creating VFX and CRT post-processing shaders and building editor tools for character placement and the art team's workflow.

Spell 4 Dead - Solo Game Jam Project

Godot, GDScript, HTML5 | 2026

Solo arena survival prototype built during a 48-hour game jam.

  • Designed and implemented the core loop: player movement, aiming, spell casting, enemy waves, upgrades/shop flow, UI, settings, and control rebinding.
  • Built a playable web release around four elemental attacks and round-based survival.

Ludo Long Game Jam 2025 - Online Co-op Vehicle Shooter

Godot, GDScript, ENet | 2025

Two-player online co-op vehicle shooter prototype built during a month-long game jam.

  • Implemented direct-IP multiplayer, driver/gunner roles, vehicle interaction, weapons, enemies, shop upgrades, and shared game state.
  • Built for an asymmetric co-op loop where one player drives and the other controls a mounted weapon.

Clown Therapy - Global Game Jam

Godot, GDScript | 2024
  • Implemented core gameplay systems including movement, attacks, dash, bomb ability, combat interactions, controller support, and wave structure.
  • Iterated on combat readability and feel under 48-hour jam constraints.

The Roots of Revenge - Global Game Jam

Godot, GDScript | 2023
  • Implemented procedural leg/root movement using inverse kinematics for spider-like character animation.
  • Contributed to the central root mechanic tying health, movement, climbing, and attacks into one character system.

Professional Experience

Software Engineer

2021 - Feb 2026
  • Built an interactive traffic simulation visualizer using Godot and SUMO, allowing users to inspect and control urban mobility scenarios such as road closures and direction changes; presented it at Voxxed Days Ticino (video).
  • Shipped production software across mobile, web, and backend systems using SwiftUI, Jetpack Compose, React, Java, and Spring Boot.
  • Built interactive UI-heavy applications with attention to responsiveness, state management, debugging, and maintainability.
  • Integrated LLMs and AI agents into production applications and internal workflows.
  • Worked across frontend, backend, and mobile codebases in small agile teams, moving from prototypes to production features.

Education

MSc Artificial Intelligence

2018 - 2022

Universita della Svizzera italiana. Coursework and projects in machine learning, deep learning, computer vision, NLP, graphics/programming fundamentals, linear algebra, and probability.

BSc Informatics

2015 - 2018

Universita della Svizzera italiana. Software engineering fundamentals, programming paradigms, algorithms, networking, client-server systems, and collaborative development.

Awards & Languages

  • 1st Place - 12th Artificial Intelligence Cup, USI Informatics, 2018.
  • Global Game Jam participant every year since 2023.
  • USI Hackathon: Making Data Alive, 2019.
  • Contributed the initial Windows implementation for SwiftCrossUI.
  • Italian: native; English: C1.