Gabriel Bernini
Game Designer building gameplay systems, level interactions, and player-focused experiences.
Game Designer building gameplay systems, level interactions, and player-focused experiences.
Across my game design work, I strive to improve how players understand systems: whether that’s implementing progression through fictional language interpretation, ensuring clarity in a shared multiplayer state, or preserving core mechanics under platform constraints.
Each project is built as a fully playable system, developed through iterative design, structured playtesting, and constraint-driven development. These projects focus on refining interaction clarity, feedback, and progression so that player understanding evolves naturally through play.
The selected projects below highlight both the systems built and the design thinking behind them. Each includes design documentation and a playable build.
(Standalone versions of the playable demos are also accessible through the navigation bar. Reading the design studies first is recommended for context.)
Language-Driven Action-Adventure Game (Unity + Python)
Explore a world where understanding language unlocks interaction and progression.
A single-player action-adventure game where progression is driven by learning an in-game language through exploration, NPC interaction, and environmental discovery. As comprehension increases, previously visited areas and dialogue gain new meaning, changing how the player navigates and interprets the world.
A Python-based language system dynamically updates in-game text between a fictional language and English, based on player comprehension state. It creates a progression system based on understanding rather than traditional ability unlocks.
Language-Driven Game Web Re-Architecture (Unity + WebAssembly)
Rebuild of an exploration game for browser constraints while preserving readability and feel.
A browser-based re-architecture of the original action-adventure game, redesigned for WebAssembly deployment. Core gameplay systems were adapted to maintain exploration pacing and language-based progression while operating within browser limitations.
Systems were reworked for responsive UI scaling, keyboard-based input, and camera stability across dynamic aspect ratios. Non-essential systems were reduced or removed to preserve readability, responsiveness, and consistent player comprehension during play.
Real-Time Multiplayer Card Game (JavaScript + Firebase)
Play cards in a shared real-time system where timing, actions, and game state must remain clearly understood across all players.
A browser-based multiplayer card game built around synchronized game state and turn-based interaction across multiple clients. Players interact with a shared system where actions must remain readable despite network latency and simultaneous updates.
Firebase-based synchronization was used to maintain a consistent shared state across clients. UI and feedback systems were iteratively refined through multiplayer testing to clearly communicate actions, state changes, and turn flow under asynchronous network conditions.
This project focuses on clarity of interaction in real-time systems where timing and perception directly affect player understanding.
Additional Projects
Godot Game Engine - 3D Game Demo (In Progress) (Migrated from Unreal)
Building a scalable video game demo migrated from Unreal Engine 5.7 to Godot. This project features C# development, version control, complex enemy and player AI, and 3D graphics created using Blender and in engine modeling tools. The game involves real time strategy elements, a low poly visual style, and engaging action combat.
C Language Compiler
Designed a full Compiler to a C-like language as an international team project. It included parsing, semantic and lexical analysis, optimization, and machine code generation from tokens. This project was completed as part of a rigorous international program at Lund University in Sweden.
CAD Machine Design Showcase
Modeled and simulated a recreation of an ancient Roman machine (Ballista). Used Finite Element Analysis and mechanical calculations to create and iterate upon a design. This project involved 3D modeling and animation as well as complex mechanical calculations and simulations.
I am a honors Computer Science and Mechanical Engineering graduate focused on gameplay systems, iterative design, and player interaction. My work combines technical implementation with gameplay clarity, prototyping, and feedback-driven development across Unity, Unreal, and web environments. I’m particularly interested in how mechanics, UI, and level interactions communicate with players through play.