FABRIZIO SCHITO
junior game designer
Hello there!
My name is Fabrizio (as you may have noticed from the giant title above), and I’m a junior game designer.
I studied Game Design at Digital Bros. Game Academy in Milan, Italy.
I made this “career timeline”, where I showcase everything I’ve accomplished professionally over the past few years.

Below you can find my portfolio with the projects I worked on.
Enjoy!

Sacred Vendors
“Sacred Vendors” is a first-person horror stealth game in which the player is a 5 years old child with no memories who finds himself in a strange catholic environment chased by nuns, doctors and prelates. His mission is to find a way out and discover who he is and what is happening there; the gameplay is based on stealth and environmental interactions mechanics.
However, I left the project due to personal reasons. As far as I know, the project is still in development.
Genre: Horror/Stealth
Engine: Unreal Engine 5
Team Size: ~10
Role: Primarily Producer, but also did some Game Design
Duration: 1 year
Platform: PC
Additional info: presented by the team at the “First Playable 2024” business event in Florence, Italy
What I’ve done:Game Design
• Collaborated with the design team on the game's pitch
• Led the creation and ongoing management of the Game Design Document, to align the designers and the rest of the team
• Developed UI flowcharts and wireframes to ensure intuitive user experiences
• Organized in-engine folders to ensure an easy access to resourcesProducer
• Overall management of the project
• Created and managed the GANTT chart and the Resource Plan
• Set up and managed team communication tools including Discord and the Trello board
• Managed shared Google Drive folders for better file access
• Scheduled and led team’s weekly calls
• Assigned tasks across team members and/or departments
• Conducted 1-to-1 meetings to address any team concernsFeel free to check out some of my work on this project in this Google Drive folder.
Aeron: A New Biome
“Aeron: A New Biome” is a third-person puzzle/adventure game in which the player must solve a series of environmental puzzles with the help of a weapon, the EcoTuner, that changes the physical status of objects.
Genre: Puzzle/Adventure
Engine: Unreal Engine 5
Team Size: 17
Role: Game Designer
Duration: 7 months
Platform: PC
What I’ve done:Game Design
• Collaborated with the design team on the game's pitch
• Led the creation, structure, and ongoing management of the Game Design Document in collaboration with designers and the rest of the team to ensure alignment
• Managed all the design documents to maintain clarity during the development
• Oversaw level design and gameplay progression
• Implemented the puzzles inside the game working in-engine and following the design, to ensure they were correctly integrated through testing and ongoing collaboration with programmers
• Organized in-engine folders and levels hierarchies, to ensure an easy access to resources and assets
• Created and conducted surveys for testing sessions
• Searched for and edited all the SFX of the game (royalty-free), to ensure the best audio experience possible (using Audacity)Producer
• Created the Resource PlanOther
• Created the game trailer, handling everything from timeline creation, SFX and music searching and editing, game captures, and final editing (using Da Vinci)Feel free to check out some of my work on this project in this Google Drive folder.
Nuclenoir
“Nuclenoir” is a first-person stealth puzzle game set during the Cold War. Players take on the role of a spy infiltrating a nuclear power plant, with the mission to sabotage critical systems. To succeed, players must solve a variety of puzzles before time runs out, creating an “escape room” style experience.Genre: Puzzle/Stealth
Engine: Unity
Team Size: 12
Role: Game Designer
Duration: 3 months
Platform: PC
Website: Nuclenoir on Itch.io
Additional info: Awarded “Best Game Experience” of Digital Bros. Game Academy Year 1, second iteration projects
What I’ve done:Game Design
• Collaborated with the design team on the game's pitch
• Structured and managed the Game Design Document in collaboration with designers and the rest of the team to ensure alignment
• Assisted in the implementation of all the puzzles inside the game, to ensure they were correctly integrated through documentation, testing, and ongoing collaboration with programmers
• Oversaw Quality Assurance to ensure bug were addressed correctly
• Searched for and edited all the SFX and music of the game (royalty-free), to ensure the best audio experience possible (using Audacity)Other
• Created the game trailer, handling everything from timeline creation, SFX and music searching and editing, game captures, and final editing (using Da Vinci)Feel free to check out some of my work on this project in this Google Drive folder.

Argy: The Diver Spider
"Argy: The Diver Spider" is a 2D platform game inspired by the homonymous spider that has the ability to create air bubbles whenever needed.In this game, Argy, a diver spider, left his home in search of food supplies but was injured. Therefore, wanted to come back home to her partner, encountering some difficulties along the path.This project was made for the Global Game Jam 2025.Genre: Platform
Engine: Unity
Team Size: 6
Role: Game Designer
Duration: 48 hours
Platform: PC
Website: Argy: The Diver Spider on Itch.io
Additional info: Global Game Jam 2025 theme was "Bubble"
What I’ve done:Game Design
• Led the brainstorming session at the start of the Jam, guiding the team toward a shared vision
• Led the team and managed the overall project to ensure a fun, productive, and collaborative work environment
• Co-designed gameplay mechanics with another designer, refining and balancing them based on constant playtesting and feedback
• Co-designed the game level and key gameplay elements ensuring an engaging player experience
• Decorated the level environment in-engine, working closely with the artists to achieve the desired aestheticOther
• Searched for and edited all the SFX of the game (royalty-free), to ensure the best audio experience possible (using Audacity)

Pengu (working title)
“Pengu” (working title) is a top-down puzzle/casual mobile game in which the player must find a way out from procedurally generated mazes before the time runs out, facing different kinds of game events.
The game is still in early development.Genre: Puzzle/Casual
Engine: Unity
Team Size: ~3
Role: Game Designer, but doing some project management when needed
Platform: Android
What I’m doing (or I’ve done):Game Design
• As the only game designer of the team, I’m responsible for the creation and management of the Game Design Document and the pitch document
• Managing all the design documents to maintain clarity during the development
• Designing the gameplay, such as game events and movement mechanics
• Constantly testing the game personally to refine gameplay and find bugs
• Balancing the game (procedural generation, game event durations, speeds, pace, etc.) based on internal testing sessions and feedback from friends, to ensure a challenging experience but not too hardProducer
• Overall management of the project
• Set up and manage team communication tools including Discord and the Trello board
• Managing shared Google Drive folders for better file access
• Scheduling and leading team’s callsYou can try a prototype version of the game here!
Sky Chasers
“Sky Chasers” is a wingsuit mobile racing game where racers from across diverse universes gather to compete in a multiverse competition. Players can choose from a variety of customizable characters, each with unique abilities, and pick up special items mid-race that add unexpected twists to every game.Genre: Racing
Engine: Unity
Team Size: 12
Role: Game Designer
Duration: 4 months
Platform: Android
What I’ve done:Game Design
• Collaborated with the design team on the game's pitch
• Oversaw the Game Design Document
• Did environment design by arranging assets to create an immersive city-themed map
• Organized in-engine folders and some levels hierarchies, to ensure an easy access to resources and assets
• Searched for and edited all the SFX and music of the game (royalty-free), to ensure the best audio experience possible (using Audacity)Producer
• Created the GANTT chartOther
• Created the game trailer, handling everything from timeline creation, SFX and music searching and editing, game captures, and final editing (using Da Vinci)

ABOUT ME
I’ve been playing video games since I was 6 years old. It all began when I first got my hands on a Nintendo DS, and from that moment, I never stopped. Over the years, a growing desire to create beautiful worlds has developed within me, leading me to write these very lines.I'm a positive and curious person, always eager to learn and constantly "hungry" for knowledge. I enjoy meeting people, listening to their stories, and drawing inspiration from them. More than anything, I love helping others. I’m also detail-oriented and meticulous, always ambitious and excited to challenge myself, stepping out of my comfort zone whenever possible.
And last but not least, I genuinely love working with others. I believe that great teamwork is built on collaboration and clear communication, which creates a fun and enjoyable work environment that leads to well-made projects but also results in work which everyone can be proud of.At Digital Bros. Game Academy, I worked on small academic projects and formed many great friendships, some of which evolved into an off-academy collaboration. Additionally, I started a mobile side project with one of my closest friends, which is still a work in progress as of 2024.Video games have taught me so much and shaped who I am today.
My goal is to create experiences that move and inspire people, just as games have done for me. I also want my games to be fun and offer a way to escape from everyday life: a "light in the darkness" during difficult moments.
Got you covered!