Lorenzo Grasso GAMEPLAY • MULTIPLAYER • SYSTEMS

HELLO, I’M

LORENZO
GRASSO

> GAMEPLAY PROGRAMMER ABOUT ME ↗

I build responsive gameplay systems, multiplayer architecture and reusable game frameworks in Unity / C# and Unreal Engine / C++. I like clean systems, strong game feel and networking that stays out of the player’s way.

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SELECTED WORK

Projects I’ve built.

Gameplay, networking and technical systems — shown through the projects where I actually used them.

02
UE5 • GAMEPLAYCurrent Work

The Negative Edge

Current Unreal Engine project focused on gameplay programming and reusable technical systems.

View project ↗
03
UE5 • C++ • AIAI & Gameplay

Dragon Boss

Modular multi-phase boss AI with custom Behavior Tree logic, combat states and reusable attack systems.

View project ↗
04
UNITY • NETWORKINGSolo Development

Lobby System

Multiplayer lobby and session foundation using Netcode for GameObjects, Lobby, Relay and host migration.

View project ↗
05
UE5 • GAMEPLAYGameplay Programmer

Jules

Core gameplay and environmental interaction systems for a puzzle-adventure experience.

View project ↗

CORE COMPETENCIES

What I build with.

I focus on gameplay programming, multiplayer architecture and clean systems that stay maintainable as a project grows.

C# & C++

Strong foundation in object-oriented programming, gameplay architecture and reusable system design.

OOPArchitecture

Unity & Unreal Engine

Gameplay development in Unity / C# and Unreal Engine 5 / C++, from prototypes to modular production systems.

UnityUE5

Gameplay Architecture

Modular, data-driven and maintainable systems designed around clear responsibilities and easy iteration.

Data-DrivenModular

Multiplayer & Networking

Server authority, ownership, RPCs, synchronized state and multiplayer architecture using NGO and Mirror.

NGOMirror

Latency & Prediction

Client-side prediction, network timing, reconciliation and interpolation for responsive online gameplay.

PredictionReconciliation

Performance & Pooling

Object pooling, profiling and allocation-aware runtime code for stable gameplay under load.

PoolingProfiling

AI Programming

Enemy AI, Behavior Trees, EQS, state-driven logic and data-driven combat behaviors.

Behavior TreesEQS

Backend & Online Services

Lobby, Relay, Authentication and PlayFab for sessions, identity, progression and persistent player data.

PlayFabUnity Cloud

Git & AI-Assisted Workflow

Git-based development with AI used to accelerate code structure, refactoring, documentation and review.

GitAI Workflow

TECHNICAL STACK

Tools I actually build with.

Languages
C++C#
Engines
Unreal Engine 5Unity
Networking
Netcode for GameObjectsMirrorLobbyRelaySteam
Backend / Services
PlayFabUnity Authentication
Gameplay
GASBehavior TreesEQSObject PoolingData-Driven Systems
Workflow
GitGitHubAI-assisted DevelopmentProfilingDebugging

CONTACT

Let’s build something fun.

Open to gameplay programming, multiplayer/networking work and game development collaborations.

CONTACT

Email

loory4895@gmail.com