My name is Fabio Mangiameli. I currently study Game Technology at the IT University of Copenhagen. I also work as a game programmer for Chasing Carrots. I love game development and have a passion for programming. Have a look at the game projects I did during my studies and professional career.
During the development of Halls of Torment, Chasing Carrots began prototyping a new title, and I joined during its early stages, taking on a wide range of tasks. For me, it was a very valuable learning experience because it allowed me to strengthen my gameplay programming skills while also building a completely new skill set in multiplayer game development.
I replaced Godot's built-in MultiplayerAPI with a custom networking layer that directly interfaces with MultiplayerPeer, improving flexibility, modularity, and authority handling. I also implemented full peer-to-peer network meshes using ENet and Epic Online Services, enabling low-latency client-to-client communication and support for features such as proximity voice chat. The system was integrated into the studio's codebase, tested in gameplay sessions, and extended with a C++ fix to support multiple concurrent network meshes.
The Untold Story of Vísdómír is a first-person narrative exploration project developed during my master's studies at the IT University of Copenhagen. I took on the roles of producer and tech lead while also contributing to sound and level design, with a strong focus on shaping a manageable scope, a clean team workflow, and a world that supports clue-driven exploration without relying on navigation markers.
Back in 2024, this was the first task I received after joining Chasing Carrots as a Game Programmer. Halls of Torment was still in early access and suffered from performance issues toward the end of a run. As a survivor-like game, it features a large number of entities and projectiles on screen during the final minutes, which heavily impacted performance. With the upcoming console release in mind, I was tasked with investigating these issues and migrating the project from the Optick profiler to Tracy.
Enchanted Defense is a top-down shooter I built in a custom C++ engine with SDL2 to learn more about game engine internals. The project became a practical playground for update loops, rendering, input routing, animation state machines, and reusable gameplay patterns such as command, observer, and prototype-style spawning.