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 have experience on academic and personal projects built in Unity, UE5 and Godot.My strength isn’t just in designing mechanics but in keeping teams aligned and bridging design with implementation.
Whether I’m balancing systems, structuring GDDs, or jumping in-engine to integrate features, I aim to make development smoother for everyone.

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


Astro Maze (working title)

“Astro Maze” (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, but a first playable (developed on Unity) is available!
Genre: Puzzle/Casual
Engine: Godot
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
• 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, movement mechanics and game modes
• 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 hard
Producer
• 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 calls
You can try a prototype version of the game here (MediaFire)!


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
Website: Aeron: A New Biome on Itch.io

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 Plan
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.


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 aesthetic
Other
• Searched for and edited all the SFX of the game (royalty-free), to ensure the best audio experience possible (using Audacity)