I'm Daniele Dionisi aka Danguru

Game Developer from Italy, Rome.

More than 10 Yers of Experience

Hello! I’m Daniele Dionisi.
Game developer & digital creator from Rome, Italy.
I specialize in Unreal Engine and Unity, with experience in VR/AR, mobile and console porting. From game design to release, I turn concepts into playable worlds.
I also work on interactive apps and creative tech projects.
Let’s build something unique together.

  • Age 39
  • Residence ITALY
  • Address Roma, ITALY
  • Phone +39 3339134300
  • E-mail danguru [at] danguru [dot] com

Capabilities

Gameplay Prototyping & Developmen

What I Do: Build rapid prototypes and demos in Unity or Unreal, crafting game logic, interactions, and advanced mechanics.
Why It Matters: Quickly validate design concepts and lay a solid foundation for iterative development.

Real‑Time Rendering Optimization

What I Do: Profile and tune 3D scenes for stable frame rates—LOD setup, occlusion culling, batching, and custom render‑pipeline settings.
Why It Matters: Deliver smooth performance across target hardware (PC, console, mobile, VR).

Pipeline Automation & Tooling

What I Do: Create C# or Python tools to automate import/export workflows, asset conversion (FBX, Alembic, USD), and integrate with version control systems.
Why It Matters: Streamline your asset pipeline, reduce manual errors, and boost team efficiency.

VR/AR/XR Implementation

What I Do: Configure cross‑platform XR projects (Oculus, SteamVR, ARKit/ARCore), designing immersive interfaces and interactions.
Why It Matters: Prototype and deploy interactive VR/AR experiences for demos, training, or storytelling.

Technical Art Consulting

What I Do: Advise on best practices for asset management, pipeline design, and interdepartmental workflows (artists, developers, QA).
Why It Matters: Eliminate bottlenecks, ensure consistent quality, and foster seamless collaboration.

Custom Shaders & Material Development

What I Do: Author bespoke shaders (Shader Graph/HLSL in Unity, Material Editor/HLSL in Unreal) for effects like realistic water, foliage, and advanced PBR.
Why It Matters: Achieve distinctive, high‑quality visuals that set your project apart.

Experience
2017 - Present
Experience
Game Developer - Caracal Games

Handle core programming, performance optimization, and multi-platform porting to ensure smooth and scalable game development.

2022-2023
Experience
3D Pipeline Developer (3ds Max Studio) - Luxottica

Developed a Python/Qt‑based 3ds Max pipeline to automate eyewear rendering, integrating PLM data for accurate materials and batch‑render presets—cutting setup time by 50% and revisions by 30%.

2016-2017
Experience
Game Developr - Indiegala.

Worked on Stayin Alive a multiplayer game made with Unity

2013-2017 - OSC Innovation
Experience
Unity Developer - OSC Innovation

Developed AR and VR games and experiences for museums and major brands such as Maserati, Jeep, Luxottica, and Kymco.

Education
2010
FAU - Boca Raton (Florida)

The IEI at Florida Atlantic University is an immersive English program with levels from beginner to advanced, TOEFL prep, and cultural activities.

2000-2004
Liceo Artistico San Giuseppe - Grottaferrata

The Diploma di Maturità Artistica is a five‑year Italian high‑school qualification that blends general academics with specialized art training, unlocking university and creative‑industry paths.

Skills

  • Illustrations
    70%
  • Photoshop
    95%
  • Graphic Design
    85%
  • ZBrush
    70%
  • Blender
    90%
  • 3ds Max
    90%
  • Maya
    90%
  • Substance Painter
    90%
  • Unity 3D
    90%
  • Unreal Engine
    90%
  • Photoshop
    90%
  • Illustrator
    90%
  • HTML - HTML5 - CSS
    90%
  • C / C++
    90%
  • PHP
    90%
  • Objective C
    90%
  • C++
    90%
  • Python
    90%
  • Swift
    90%
  • Java
    90%
  • Git
    90%
  • Perforce
    90%
  • Jira
    90%

Breaking Boundaries in 3D & Gameplay

I thrive on solving the unsolvable—bringing to life software that others have written off as impossible. Whether it’s reviving legacy projects, debugging convoluted pipelines, or porting cutting‑edge VR demos to unlikely hardware, I tackle every challenge head‑on and refuse to accept “it can’t be done.” My toolkit spans Unity, Unreal, custom C# and Python scripts, shader hacking, and deep rendering‑pipeline engineering—if it needs building, optimizing, or adapting, I make it work.

Fueled by a lifelong love of gaming, I intuitively understand performance and player expectations, allowing me to squeeze every ounce of efficiency from CPU and GPU alike. From eliminating show‑stopping bottlenecks to automating entire asset workflows, I deliver robust, scalable solutions across platforms. Simply put: if you need something done—no matter the odds—I’m the one who’ll make it happen.