Gameplay programmer

Filippo Franchini

I build responsive gameplay systems with C++ and Blueprints.

Combat Enemy AI Animation UI
00—01

01 / Approach

Gameplay should feel immediate to the player and remain clear to the people building it.

My focus is the space between engineering and game feel: deterministic rules in C++, expressive hooks in Blueprint and fast iteration inside Unreal Engine.

C++ / Blueprints / UE 5.5–5.7

02 / Selected work

Project sequence

01 / 02

Public source project / 2026

Madhorse Unreal
Gameplay Showcase

Space reserved for gameplay footage from the public source project.

Combat flow, enemy perception and event-driven UI integration. Core rules live in C++; Blueprints expose presentation and design hooks.

Role
Gameplay programmer
Core
C++ / Blueprints / UE 5.7
Systems
Combat / AI / Animation / UI
View source

Independent game / In development

Reactionary
Impulse

Space reserved for a cinematic or gameplay still from Reactionary Impulse.

An original Unreal Engine project developed through Madhorse Studio, focused on gameplay logic, interaction, UI integration, testing and iteration.

Role
Junior Unreal Engine Developer
Focus
Gameplay / Interaction systems
Status
In development
Madhorse Studio

03 / Capability map

Connected systems.

Gameplay systems across engine, design and presentation.

01

Gameplay architecture

Components, deterministic state, delegates, timers and engine integration.

04 / Source viewer

Implementation
under the surface.

PUBLIC SOURCE
MHComboSequence.cpp

Deterministic input buffering and combo progression.

if (bAttackActive)
{
    if (bAttackQueued || CurrentIndex + 1 >= ComboCount)
    {
        return EMHAttackRequestResult::Rejected;
    }

    bAttackQueued = true;
    return EMHAttackRequestResult::Queued;
}

05 / Route

A non-linear path
toward gameplay.

Current focus

Junior Unreal Engine Developer

Madhorse Studio / Independent projects Gameplay systems, C++, Blueprints, UI integration and testing.

Software

Backend Developer

Giusti S.R.L. / Geneva Development and maintenance with Python and C++, testing and debugging.

Communication

Ads Specialist / Marketing Strategist

Giusti S.R.L. / Geneva Campaign strategy, paid media, KPI analysis and creative coordination.

Operations

Retail, hospitality & logistics

Customer service, sales, inventory and operational teamwork.

Education

BSc Computer Science Sapienza University of Rome / 2025 / 102–110

Training

Unreal Engine Specialized coursework / Packt / 2026

Languages

IT / EN / DE Native / C1 / A1

06 / Contact

Let’s build
what players feel.

Available for junior Unreal Engine opportunities focused on gameplay programming, C++ and Blueprints.