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GIOVANNI RUBINO

Games and Narrative Designer

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GunDropper
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Tilt Gameplay
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My Games
Home: Project

Kickback Slug - Cosmic Courier

Precision Platformer - I curated narrative and some game design

Worked with Kittens in Timespace on this precision platformer, curating narrative design, cinematic direction, VO direction, and some game design as needed to help serve the narrative and core design.

RECESS

Recess

UE4 project currently finalist in the Life.Love competition

Explore a procedurally populated school of dynamically communicating students. Entirely made in UE4 after being selected as a finalist for the Life.Love design competition organised by the JenniferAnn Foundation.

Tevi

Tevi

Unity garden management mobile game

Tevi is a mobile management game asking players to sustainably take care of a garden on Mars. It features a garden that evolves naturally using cellular automata algorithms, and a plant-recognising technology linking the game with the real-world.

To get more items, players can take pictures of real plants and discover what kind of plant it is, in a sort of subversion of free to play mechanics.

Tevi is being developed at Falmouth University, during my work for the MetaMakers research institute and in collaboration with the Eden Project.

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Tap Clicker

Unity simple mobile clicker game

Worked on this during the Christmas holidays as a was to play with Unity Ads and Analytics. Also a way to experiment with a pure abstraction of a now common mechanic.
The result is this quite straightforward and to the point clicker game that I was able to publish on Google Play.

Tap Clicker

Tilt

Exhibition game on painting together and biased AI

Developed as part of my work at the MetaMakers with Prof. Simon Colton. Played on a massive touch screen, where players collaborate to paint an artwork following UI prompts. An AI robot judges their performance after every artwork. Showed at the Games & {performing} Arts International Festival 2018.

Tilt

GunDropper

VR Co-op wave shooter developed in GGJ 2018

2 players, waves of enemies that can be shot only with the right colored weapon. Weapon's colors is changed by passing it to the other player through the portals on the floor.
Developed in the Global Game Jam as a way to make use of a couple of HTC Vive provided by the local VR arcade company VR Trek. A game intended to be played in arcades and conferences.

Developed entirely in Unity, I took care mostly of the environmental design.

GunDropper
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MostaScene

Mobile game on exploring an area of Padova

Developed in the context of the project: Urban Histories Reloaded, on using games to try and represent areas that are sometimes victim of prejudices. I have worked on the design and coding of the game.

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Domus

UE4 collaborative city management game

Domus is a ‘slow’ city building game about the struggle to maintain relevance and authenticity of rural areas. Players manage residential real estate in a small town. Town and inhabitants are fully simulated and evolve based on players (limited) decisions. All changes leave a trace, renovating or demolishing propriety leaves pieces of the original building, people living somewhere will leave traces of their life there.
Selected for the Game Happens festival

Domus
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Drip

Serious VR city management game on the first Palestinian planned city

Documentary game on the Israeli-Palestinian crisis. Developed with documentary filmmaker Kate Stonehill, Drip is an experiential journey through the West Bank about the first Palestinian planned city: Rawabi. The piece longs to inform on the real bureaucratic hurdles that prevent Rawabi to be completed. All this, using material shot by Kate Stonehill during production in her documentary on the same subject "Rawabi". The project is currently being designed and looking for founding. In its latest iteration it''s a VR city-building game.

Drip

Whodunit Padma

Point and click developed with Tranzfuser funding

Narrative mystery game. We put together a proposal with a group of recent graduates and got selected for the first edition of Tranzfuser, which founded us for a three months effort to create a prototype. We later showcased that prototype at EGX 2016. Other then being the designated ''leader'' of the group, I have curated the story and writing of the game.

Whodunit
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Volcanalia

Unity Project developed during GGJ 2016

Save the island from the volcano. Developed during the Global Game Jam 2016. I worked on the design and produced all art and animations. The objective of the game is to quickly scour the island to pick up animals and throw them in the volcano, so as to appease the gods and avoid the destruction of the island. While it plays in a somewhat hectic manner, I did put a fair amount of effort in designing the map, with a whole bunch of details and lore that would hopefully be more noticeable if one were to wander around a bit, ignoring the looming eruption. Move with WASD, pick up and throw animals by clicking.

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ESol

Unity project developed with EU funding

Keep the flower alive despite pollution. I was part of the group that developed the initial pitch document that proceeded to win MyGeoss Call for Innovative Apps for the European Commission, which allowed us to finance full production and release of the game. Later I developed the main design with another designer, and produced all the animations in the final game. E-Sol is an educational game targeted to 4 - 8 years old in which the player has to take care of a plant through appointment mechanics and a multiplayer element. It sources pollution data from EU databases.

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Write a Novel

Management game on surviving as a Writer

Manage your needs to become a successful writer. Created in a week as coursework. "Write a Novel" is a management game in which you play as a writer trying to reach success by producing complete works improve your skills and managing your survival needs. Use mouse to play. Click once on books to see their details. Double click to start a work session.

Volcanalia
Esol
Write a Novel
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