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Lady Umbrella

Feb. 2025 – Oct. 2025

Lady Umbrella is a 3D action-adventure shooter where you take on the role of special agent Francesca De Angelis (aka Lady Umbrella) who, while infiltrating Italy’s last mafia family, is betrayed and framed by her partner and must now clear her name by preventing her own agency from arresting her and defeating the mafia using her unique weapon: a multifunctional umbrella that functions as a shotgun when closed and as a shield when opened.

What was my contribution?

  • Designed Character Traits and Personalities.
  • Designed the Worldbuilding and the Lore behind the characters to make them more deep.
  • Expanded on the Narrative set on the game initially, searching for creative ways to tell the story.
  • Storyboarded every cinematic through paper and Krita.
  • Posed in Engine the Characters in every cinematic using Control Rigs on Unreal 5.
  • Created every Cinematic Sequence in Engine, be it in-game or not, using Unreal 5′ Sequencer Tool:
    • Game Start Cinematic.
    • Entrance to the Art Gallery.
    • Hook Obtention.
    • Security Activation.
    • Security Deactivation.
    • Rooftops Antenna Cinematic.
    • Dart Obtention Cinematic.
    • Planks breaking Cinematic.
    • Final Cinematic.
  • Scriptwrote the dialogues and phrases of the characters according to each personality and lore.
  • Coordinated some recording sessions of the phrases with voice actors to ensure the tone was adequate to each character.
  • Implemented the Dialogues to every cinematic using FMOD tools provided by Sound Designers.
  • Did 200+ Textures for cinematics and more to save work for other departments.
  • Designed the Basic Camera Behaviour and the Camera Movement.
  • Designed the Shotgun Functionality System.
  • Designed the initial Excel Data Driven System.
  • Designed the basic functionality of the UI.
  • Managed the Social Media on X, Bluesky and Instagram.

What did I learn?

  • Cinematographic Design techniques to tell stories through camera angles and movement.
  • Scriptwriting.
  • Unreal 5 Sequencer Tool.
  • Optimization of work through constant iteration in the early phases with sketches and blockings.
  • Constant communication with every department to ensure everything needed is in development and noticeable by everyone.
  • Proper production pipelines.
  • Usage of self-made Storyboard templates for other departments to take reference.
  • Usage of tools as Notion to organize every document.

Want to check the Scripts?

Click any of the buttons on the right side to read them!

Initial planification of dialogues using Milanote.

Cinematic Workflow

After deciding what needs to be told, I moved onto “How do I show it?”.

Every plane had a timing and a purpose as things are told not only in words but also in the camera framing or moving.

Here we see an example of the Second Cinematic in Lady Umbrella. After a week of deciding how and where and reciving more feedback from professionals, it came the blocking.

The Blocking Stage

After the Storyboard is approved, I passed onto the blocking stage, where with only placeholders I try to capture the camera angles, framings and movements that will result in the final version of the cinematic.

Here, on the right side, there’s a first iteration of the cinematic on the blocking stage.

Dressing and Character Posing

Due to the overall style of the game, this cinematic ended up being posed like the rest. After several time dressing the level and getting the character rig, the final iteration of the cinematic comes in place. 

It’s easy to notice that some things don’t match the storyboard and it’s because, even after several iterations, sometimes I discovered better ways to do what I wanted, so I changed them accordingly.

Here’s the final result of the second cinematic (aside from music and sound effects).

Want to know more? Check the Narrative Design behind Lady Umbrella!

The World

After the Second World War, many of the European countries relied on external help to rebuild themselves. Many of the organized crime groups take advantage of the people’s vulnerability to regain stability and power, be it on the Japanese Yakuza, the Russian Bratva, Latino Gangs, or the Italian Mafia.

As time passes, organized crime permeates into the government, accumulating goods and influence everywhere, ever-evolving violence and cruelty shake almost every corner of the world and the European Commission comes together to find a solution.

The Agency is born. Between layers of facades and through the leadership of a few unknown people, an international assembly of highly capable agents organizes to fight off crime from the inside and the outside.

With the main focus on tactical and technological development, their bet fends off. Small cells of crime start to disappear. Slowly but steadily, The Agency acts as a virus, and crime is rotting from the inside as a consequence.

The city is the last bastion of the Italian Mafia.

In the beginning, they started as the typical Mob, but as time passed, they became more and more powerful. The Second World War hit. At a certain point, a specific Italian Dictator found himself fearing being murdered and, against his beliefs, he hired the Mafia as a Private Military for protection, giving them a power they quickly became addicted to. In the end, the Dictator was killed and the war ended in the next years, but they stood there, now without restraints.

Almost any civilian in the city pays a tithe as a way to keep themselves safe from them. Always silent, almost as if it has already become normal.

Most of the time, the lower steps of the pyramid are assigned to collect debts and loans. In case someone gives any slight appearance of contradiction, they retaliate without hesitation, killing familiars, torturing, and keeping everyone under control based by fear.

The richer areas of the city are constantly getting more and more wealthy, and subsequently they expand on opulence, giving a contrast with the rest of the districts.

Expanding over almost 20km per square, the buildings start to expand upwards, but not in a megalopolis; there are no actual skyscrapers, just blocks of apartments, and then on moving outside of the center, they become more like blocks of houses stacked on each other, no more than 5-story buildings. The farther you go, the fewer apartments and the more individual houses. This reflects the social class living in each district.

  • Real Name: Francesca De Angelis.
  • Alias: Lady Umbrella.
  • Occupation: Special Agent (Former).
  • Gender: Female.
  • Origin: Italy.
  • Height: 1’80m.
  • Weight: 64kg.
  • Hair color: Ginger.
  • Eye color: Green.
  • Resilient.
  • Big determination.
  • Great contempt for people who abuse the underprivileged.
  • High conscientiousness.
  • Resourceful
  • Commanding presence, but overwhelmed by recent events
  • Fearlessness.
  • Smart.
  • Self-disciplined.
  • Empathetic.
  • Excitement-seeking.
  • Creative and Imaginative.
  • Distrustful
  • Overconfident
  • Irritable

  • Special Umbrella as main weapon.
  • High knowledge of self-defense and fire weapons.
  • Very agile.
  • Mechanical knowledge.
  • Arsenal of gadgets to deal with different situations.

Francesca grew up with a strong sense of justice and curiosity.

From a young age, she showed an unwavering determination to achieve her goals and a great empathy for the underprivileged.

As a teenager, she showed great interest in sports, excelling in self-defense and gymnastics. Expressing her creativity through mechanics, showing a great spatial vision.

Despite her father’s hesitation, she started training to become a special agent in the Agency, an agency where his father is the head engineer.

She’s currently infiltrated in the last Italian Mob.

Vincenzo was born in a small village in Italy. People out there didn’t have anything more than what their ancestors gave to them, but for him, that was enough. In those years, illiteracy was the norm, even more so in small towns.

As a child, he never knew his father, so his mother took his role.

Life was harsh in that small town. Everyone ate from what they had cultivated, learned from their elders, and desired for their dearest to be well as they struggled together.

At least, they had each other.

He was happy with that. He felt alive with dirt in his hands, tiredness on his body, and his mother’s smile every time he met her at night, returning from work. She worked not too far, a few kilometres away.

As he grew up, Vincenzo always had dinner done when she arrived home from the things he cultivated among other people.

His mother never talked about his father; she just told him he was “gone”. Her eyes were lost for a few moments whenever she thought about it. He knew the “Great War” happened a few years before his birth, so why ask? It was painful, so he never demanded anything. Her smile was everything he truly had.

As years passed, his mother got progressively quieter and tired. She tried to hide it, but Vin knew. Her smile was forced. Every time. As much as she kept trying to hide it, he knew. He asked for help from the people of the town, but no one knew what to do; they barely knew how to count. He tried everything any apothecary told him, but nothing worked, and he saw his mother slowly descending into an illness that rotted him from the inside, knowing there wasn’t anything he could do.

On a certain day, she didn’t make it home.

Vin asked his neighbours, but they were silent. No one knew, but their eyes, their faces, everything told that they were hiding the truth. No one dared to talk. They saw her the months she was getting worse, but they stood there, as powerless as him.

Then he ran in the dark. That same night, he didn’t stop running for hours, even if his feet bled, his legs trembled, or his breath wasn’t enough; not in a single moment did he dare to stop.

Finally, he arrived at her workplace.

The chemical plant wasn’t big. Dyes were made there. His mother always told him it was safe and how much fun she had with her companions.

Yet there was no one to be seen.

He collapsed at the front door for a few minutes, until a policeman woke him up. Vin asked for his mother, if he knew something.

The man sighed to himself and made him follow.

There she was, unresponsive. Quiet as a silent night atop a hill, resting between the policemen. He mourned all night. He blamed the poor knowledge of the townsman, he blamed the country, until pain was so strong that he even blamed his own mother for not stopping earlier. His only light disappeared, without him being able to say goodbye.

He found something to hate on. The system, the people who were too excited about warring and didn’t care about the ones below. They talked about justice, about fighting back, but only ended up getting wealthier themselves. Hypocrites.

The simple thought of what he had and what they could reach with their money and power poisoned him slowly throughout the next years, as he knew there was nothing he could do. Not that late.

And so on, years passed as he grew silent and alone, as if, since his mother’s passing, the world only grew darker.

One day, a man stepped at his door. It was the policemen he met that night, but there was no uniform to be seen.

“Seems like time didn’t fix any of your problems kid.” – The man said.

Vin looked at him reluctantly. Wondering why he was there.

“Come with me, you want to fight for something and change things, don’t you?” – He smiled.

That’s when, for the first time in years, he felt there was something he could do. The Agency greeted him with a purpose. “To make the world a better place”. He spent years fighting for that purpose, doing everything there was to do. He helped, he accomplished, he fulfilled every order. But something grew inside.

“You are not making everyone’s life safer. You know it. You are opening a way for your superiors to gain control”.

“Every person you think you’re helping will someday be oppressed again by another one”.

“The world won’t ever be safer. Only easier to step on”.

Then, in that mission, he saw his chance. Infiltrated in the last Mafia in his country, he saw what he could accomplish. The Mafia’s power could be used for good. It had the potential.

He had the knowledge of the Agency, and the Mafia had the power to retaliate. And so, he started bribing, making a name, getting closer to the higher ones. He hated them; they were everything wrong with the world, but he could change that. He just needed absolute control, to take over the Mafia, get rid of the boss, and fight back against anyone daring to take over.

For him, it was a change for good. But, doesn’t everyone in that position think the same?

Finally, he ended up becoming what he despised the most.

A hypocrite.

Want a Deep Dive into the Cinematic Design? Check below!

Game Start Cinematic Analysis

Did you like my work? Feel free to check my YouTube channel and LinkedIn for more!

Shadows of nyesa

Jun. 2022 – Jun. 2023

Shadows of Nyesa is a 1st Person Parkour game where a man searches for its family on a “Garbage Planet“. As he seeks further, he discovers that the enslaved tribe of the planet harbors a power greater than anything else. Run fast, slow time to aim and kill, then keep running.

What was my contribution?

  • Designed the Cinematic Entry to the planet.
  • Designed the Narrative and Lore behind the game to ensure everything in it has a meaning.
  • Designed the Characters and their contribution to the story.
  • Designed the Camera, Character and Controls.
  • Designed the Main Systems of the game.
    • Running System that lets the player improve their acceleration through well-done parkour.
    • Slow Motion System to shoot enemies while not stopping the player’s acceleration.
    • Hook System to travel long distances while running.
    • Motorcycle System to travel the map.
  • Designed the Starter Map and the Final Boss Level.
  • Did Concept Art of the Enemies and Environments.
  • Textured several models to fasten the development.

What did I learn?

  • Workflow on a new Engine as Unity.
  • Communication with team members.
  • Problem-solving through constant talks and reassurance.
  • Time management and proper production.
  • Usage of tools as Trello to manage tasks.
  • Usage of a Version Controller as GitHub Desktop.
Concept Art done by me

Keru and the Guardians of the Universe

Nov. 2022 – Mar. 2023

Keru and the Guardians of the Universe is a top-down game. Playing as Keru, shoot arrows charged with elemental power to solve puzzles and face the Pulpimonios and their bosses.

What was my contribution?

  • Designed 50+ screens full of puzzles and fights in paper, photoshop and finally in Unity Engine.
  • Used tools provided from the programmers to successfully migrate the designs to the game.
  • Worked back-to-back with other designers to implement mechanics and improve each other’s designs.

What did I learn?

  • Professional workflow.
  • Design through iteration and repetition.
  • Version Controller as Subversion.
  • Level Design and Encounter Design.

Other Projects

GameJams, Personal Projects and more!

Demonic Investigations

Personal Project (In development)

As a ritual takes place in an isolated town near London, a group of young investigators step into a life-changing case involving other-worldly creatures.

In this 3D Isometric with 2D Sprites vertical slice, play as Jaye Baines, a Paranormal Investigator trying to find out what’s going on through the town. This game balances combat and narrative on equal parts.

Turn-based combat inspired by Persona and Pokémon. Solve cases, puzzles, fight demonic creatures and take them with you to make yourself more powerful.

Click the image above to try it out!

the Supplier

GMTK GameJam 2024 (2 weeks)

In this game, you are not the one meant to fight. 

You must supply your chosen party  with everything they need, as well as storing every item they loot in your multi-pocket bag trying to be fast with their needs and careful not to drop the items outside. 

Advance through this Text Adventure with randomized Events. Take as many valuables as you can, and don’t worry if your party dies, you can always pay another!

May luck be on your side, don’t be hasty and take advantage of your space.

ColorWeaver

Pirate Software – Game Jam 15 (2 weeks)

Colorweaver” is a puzzle and platform 3D game where you use orbs of light and colors to unveil the path forward. The game has only one line of text, being it the title of the game, the rest remains to be discovered by the player. 

Click the image above to try it out!
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