Italo Pardave Technical Game Designer
Experience 6+ Years
Shipped AAA 5+ Shipped
Focus Engines Frostbite • Snowdrop
Base Location Paris, France
Intro

Building robust gameplay systems, visual scripting, and engine logic.

I implement core gameplay systems, visual scripting logic, AI behavior trees, and engine-level architectures for AAA titles. I specialize in acting as a bridge between design teams, world building teams, and programmers—ensuring that creative gameplay solutions respect technical constraints and proactively evaluating technical risks.

About

My Craft & Philosophy

I am a Technical Game Designer based in Paris. For over 6 years, I have collaborated with programmers, level designers, animators, and tool developers to implement robust gameplay systems and solve complex engine pipeline problems. I specialize in acting as a bridge between design teams, world building teams, and programmers—making sure creative solutions respect technical constraints and proactively evaluating technical risks.

I specialize in gameplay logic design: building modular, reusable visual script architectures and scripting complex AI behaviors. By writing clean editor extensions and robust logical frameworks, I empower the design team to build experiences efficiently and safely within proprietary engines.

Portfolio

Shipped Projects

Battlefield 6 Single-player Campaign Shipped
DICE / Electronic Arts • 2025

Battlefield 6 Encounter Designer

Scripted complex AI behaviors, Frostbite node logic flow, and mission scripting for the single-player campaign.

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Star Wars Outlaws Open-world Encounters Shipped
Massive Entertainment / Ubisoft • 2024

Star Wars Outlaws Technical Game Designer // AI Designer

Implemented stealth mechanics, AI behaviors, and modular Snowdrop visual scripting logic nodes.

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XDefiant Factions and Abilities Shipped
Ubisoft San Francisco • 2024

XDefiant Technical Game Designer

Led the scripting and implementation of playable faction abilities, utility gadgets, and live multiplayer mode frameworks.

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Operation Iron Horse 8-Player Raid Shipped
Massive Entertainment / Ubisoft • 2020

Iron Horse Raid Technical Level Designer

Programmed cooperative puzzle logic, raid state machines, and synchronized network scripting logic for 8-player endgame cooperative content.

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Warlords of New York Expansion Shipped
Massive Entertainment / Ubisoft • 2020

Warlords of NY Technical Level Designer

Optimized scripting logic compilation, built visual scripting templates, and bridged gameplay design constraints with engine code compilers.

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The Division 2 Base Game Shipped
Massive Entertainment / Ubisoft • 2019

The Division 2 Junior Technical Level Designer

Maintained core visual scripting graphs, optimized gameplay triggers, and resolved complex logic bugs for live service operations.

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Resume

Education & Experience

2023 — Present

Encounter Designer

DICE / EA — Battlefield 6

Scripted tactical AI behaviors and designed combat encounter arenas, specializing in the Night Raid campaign mission beats.

2022 — 2023

Technical Game Designer // AI Designer

Massive / Ubisoft — SW Outlaws

Authored stealth gameplay behaviors and dynamic AI faction responses. Built reusable Snowdrop scripting nodes for mission design team.

2020 — 2022

Technical Game Designer

Ubisoft SF — XDefiant

Implemented playable class abilities, ultimates, and utility gadgets. Collaborated with VFX/Audio for feedback readability.

2019 — 2020

Junior Technical Level Designer

Massive / Ubisoft — Division 2

Maintained mission script graphs for live operations and Operation Iron Horse 8-player cooperative raid encounters.

2016 — 2019

Bachelor's in Game Design

Bellecour École — Lyon, France

Specialized in technical level design, visual scripting architectures, gameplay implementation, and encounter pacing.

Skills

My Technical Expertise

AI Scripting

AI behavior logic (Python/Lua), archetype behaviors, squad tactics, alert states

Encounter Design

Combat pacing, spacing setups, cover lines, difficulty calibration

Technical Design

Logic scripts (Python, C#, Lua), visual node architectures, editor tools, systems flow

Level Design

Geometry blockouts, mission gates, pacing beats, player progression

Frostbite / Blueprint

Frostbite schematics, Unreal Blueprints, visual graph node logics, systems integration

Unreal / Snowdrop

Multi-engine production cycles, proprietary toolset optimization

Services

Core Specializations

Encounter Design

Choreographing combat pacing, sizing open cover fields, setting spawn points, and defining pressure curves.

15 Projects

AI Scripting

Developing custom AI archetype behaviors, patrolling sequences, stealth alerts, and fireteam co-ordination routines.

12 Projects

Technical Design

Creating Blueprint structures, building customized editor tools, node visual-graphs, and scripting mission flows.

10 Projects

Cooperative & Raids

Scripting puzzle gates, synchronization markers, boss battle patterns, and phase checking for end-game raid gameplay.

8 Projects
Contact

Let's Connect & Collaborate

Project Title

Role // Studio

Design & Technical Work

Detailed description goes here...

Studio / Publisher DICE
Release Date Oct 10, 2025
Engine & Tools Frostbite
Platforms PC, Consoles

// Core Contributions