I am Sebastiano Mandalà and video game development has always been my passion. Making games was my dream since when I was a kid and it is my work today.
When I started to work in the industry, I right away set my mind to think big. My ambitions could have been quenched only creating my own products, which success or failure would have been heavily dependent on my own decisions.
For this reason I created my first team when I was 18 and my first company at 22 in the city where I born.
Italy and even more Sicily are not fortunate lands for game developers, so I feel obviously proud to have managed to develop and publish several games for GBC and GBA consoles during those happy days.
However my career brought me far from home and now my expertize can count several years of senior development on several projects, involving most of the most famous platforms and technologies known so far.
Today, thanks to the new opportunities that Social Gaming and Digital Delivery are giving to us, I finally feel the same excitement of 10 years ago again.
My main objective is to be directly responsible of the development of commercially and critically acclaimed products, therefore I constantly look for the best opportunities to improve the chances of success.
I am a 15+ experienced Game Developer. My know-how covers many aspects of a videogame production, from development to management.
Experience Highlights:
I was 18 years old when I created my first team; together we turned a passion into a business few years later (founding 7th Sense s.r.l.).
I directed the development of a Flash Social MMO Game based on the popular brand Winx for Rainbow s.r.l. (A billions worth licensor).
I was responsible of the graphic engine development for a €10+ million triple A Massive Multiplayer Online Game production (Spelborn N.V.).
Today I shifted my focus to free to play and online games development.
you can call me to help start-ups to create new development departments and projects, create/lead development teams, research and develop technology and frameworks.
With a bunch of my colleagues and friends, we decided to leave Climax and start a new company called Freejam. With the same passion of 10 years ago, but much more experience, I am excited to jump in this (ad)venture with both feet!
We advocate the Lean Startup principles and the first public MVPs of our game will be out very soon!
GPI (www.gameprog.it) is a well known game development site and no-profit association in Italy.
the site mission is mainly to help wannabes to become professional developers and placing a bridge between academic/government institutions, international companies/institutions and Italian game development teams.
As part of the staff I do community management, organize events/contest and keeping relationship with 3rd party entities.
I am really excited to work on a new web based Unity3D social game at Climax.
I have been the lead of a 5 engineers team for a new Unity3D online game not yet disclosed to the public. I developed the game framework from the scratch as well the client/server architecture, ensuring the maintainability of the project over the time. Thanks to the agility of the production, I am also part of the day to day decision making processes. I am responsible of the whole client and services development, plus directly involved on the server side and administration tools development.
In Climax I have been having the chance to work on several projects developed for several platforms.
My support was fundamental to complete "Gormiti DS" and "Eyepet and friends" titles.
I also exploited my Graphic Programmer skills to develop a special GPU based particle FX to be used on a yet to be announced IP-based AAA multi-platform title built with Unreal 3 Engine.
The platform I have worked on are: PS3, XBOX 360, DS, PSVITA, PC
Arooga is a Climax sister company.
I was involved in a new company project, developing from the scratch the Facebook Social Game "Club Paradise".
My main task was to create the Adobe Flash based client framework architecture, as well as to plan the initial development phase.
Thanks to this experience I have got a full understanding of the social game mechanisms.
I worked as Game Director and Technical Architect for the Rainbow Adobe Flash based Social Massive Multiplayer Online Game for kids, Winx Club: the online game (http://www.winxclub.com).
Rainbow (http://www.rbw.it) is a worldwide famous IP licensor.
I aided the company to create and lead a new game development department based in Italy and in Singapore.
Under my direction the game has been developed and published in one year, using cutting edge flash technology available at that time.
The result was very warmed welcomed by the targeted audience.
Overall this experience has been great to understand how a multinational company works.
Here I had a great time as game developer. I worked in a medium-size team (40+) on a triple A Massive Multiplayer Online Game (www.tcos.com). I had the chance to learn new technologies, update my D3D and HLSL knowledge and learn Unreal 2.5 engine.
I was co-responsible of the optimization and tuning of the Unreal engine rendering pipeline, but I also worked on the server side path finding architecture to handle hundreds of NPCs.
An old article I wrote for the game fans: http://my.mmosite.com/8b47361e891af6ab2110b7fce934071c/blog/item/fafe6f8632946430ba444bc4ba4b0eee.html
Founder and ex-owner of 7thSense s.r.l. (http://www.7thsensestudios.com), an official Nintendo team developer.
In 2002 the team grew up to 12 members, both Italians and foreigners.
Among the titles developed, there are: "The Fish Files", our first original game shown in second position at ELSPA chart in April 2004, "The New Addams Family Series", "Phantom - the ghost who walks", "Mandrake - The Shadow of the Vehme" and "Paperboy / Rampage" for GBA.
I also developed a 3D demo shown at ATI booth during the E3 2002.
Overall it was a quite important achievement for a video game company based in Sicily.
I worked as 3D Programmer involved on R&D at the Center for Advanced Studies, R&D in Sardinia (http://www.crs4.it). CRS4 bought the license to use the 3D engine I created at that time.
I am a Technical Architect
and experienced 3D game developer, I worked on several games like The Chronicle of Spellborn, a 3D MMORPG.
I am an expert Unreal Engine Graphic Coder too. At Climax I used to be an Unreal 3 Engineer on a not announced multiplatform triple A game based on a famous IP.
I was also an entrepreneur, founding, at the age of 22, my first company (7th Sense s.r.l.) in the city where I was born and where I developed, together with the team I created, several games for GBC and GBA, all published by international publishers.
Last but not least, I was responsible of the creation of a new game developing department at Rainbow s.r.l. to build a Flash based social MMO for kids. Among my duties were coding the client framework in Actionscript 3 and coaching 2 teams, one Italian and one based in Singapore (Rainbow Media Pte Ltd, a branch of Rainbow Group), using agile management methodologies.
Today I shifted my focus on social game development and I am currently lead programmer for a web based game backed by a big American publisher (which name will be known soon :) )
A selection of games I have developed:
Unity 3D is a well designed tool, I can say that. It is clearly less painful to use than UDK, no matter what its limitations are. However, as I keep on saying, the c# framework is still full of bad design choices, probably unfortunate inheritances from unity script (why don’t they abolish it and just … Continue reading
Along the classes of my Task Runner library, there is one called SingleTask, that is a simple implementation of an IEnumerator interface and accepts an IEnumerator as constructor parameter. I’d like to show you why I decided to introduce this class: Sometime it’s needed to run asynchronous routines (yet single threaded) and wait for their … Continue reading
recently I needed to compress a binary stream that was getting to big to be serialized over internet. I could not find any way to compress files easily, so eventually I used a 3rd party library that works very well in Unity3D (web player included): SharpZipLib I suppose the following code could be handy for … Continue reading
soon or later I will implement a multithread job scheduler for my task runner library, but lately I spent few minutes to implement an idea I had in mind for long a time. Being pretty sure that the core functionality of StartCoroutine is to iterate over a IEnumerator routine (although it actually does more), I … Continue reading
For a long time I wanted to experiment with Photon Network Engine at home. During my professional experience I worked on several multiplayer games, therefore I was pretty curious about it. Exit Games provides two versions of Photon Network Engine, the traditional Photon Server edition and the new Photon Cloud edition. Photon is a server-client network … Continue reading
Events and Commands are two object communication tools that I use really often. I have planned more exhaustive articles on the topic, but now I want to write a short post about one rule I apply when I use them. Sometimes it occurs to me the question: should the listener class know the dispatcher class … Continue reading
In my previous article I briefly introduced the problems related to inject dependencies using Unity 3D Framework. I did not give an in depth explanation because only who understood the problem on its own can really understand why to look for a solution. Before to discuss the example I built on purpose to show the … Continue reading
Unity is a very good game development tool, although while I like most of the features (and trust me it is very hard to make me happy), the code framework is still awkward to use. Let me explain why I say awkward. Unity is born as rapid application development tool and due to its nature, … Continue reading
The reason why I called the first tutorial of this series Part 1 is because I knew there were other alternatives around to develop HTML5 games, carefully avoiding javascript. However after some researches it turned out that the only really working alternative suitable for actionscript developers is Jangaroo. Let’s talk a little bit about it. … Continue reading
So, I wanted to experiment with actionscript, flex and iPhone, but I do not have a mac and I am not really keen to pay 99$ just to make some plain experiments; besides I have not intention to make a living out of it, so I do not think it was really a good investment … Continue reading