F

Hi, I'm Francesco.

Game & systems developer

I build finished things: games you can download and play, and an operating system that boots on real hardware. I work in Godot and in C/ASM, and I run my own release pipeline with automatic updates. Currently aiming at console development.

Projects

Shipped and playable — not demos.

X-Parkour gameplay at sunset

X-Parkour

● Released · v0.4.6

Cute 3D parkour platformer at sunset. Extended obstacle course, checkpoints with respawn, 32 coins, dash with coin magnet, breakable bricks, best-time records, pause menu and automatic updates via itch.io. Windows & Linux.

Godot 4GDScript 3D PlatformerButler CI releases
Play on itch.io →
KairoOS running in QEMU

KairoOS

● Experimental · QEMU

Hobby operating system for x86-64 written from scratch, solo: custom C + ASM kernel, Multiboot2/PVH boot (UEFI + legacy), SMP scheduler, framebuffer GUI with windows, filesystem, network stack, AC97 audio and a userspace shell. Boots in QEMU.

Cx86-64 ASM OSdevSolo-built
Source on GitHub →

Skills

What I use to ship.

Game Dev

  • Godot 4 — 3D, particles, UI
  • GDScript — gameplay, saves
  • Level design — 45-unit course

Systems

  • C + x86-64 ASM — custom kernel
  • Boot — Multiboot2, UEFI
  • Drivers — framebuffer, input

Shipping

  • Butler — itch.io releases
  • Auto-updates — in-game notifier
  • Web — HTML/CSS, domains

Journey

How I got here.

First steps in Godot

Learned the engine by building small prototypes and the Cute Parkour starter kit.

X-Parkour shipped

Extended course, checkpoints, records, dash, sunset atmosphere — released on itch.io with automatic updates (v0.4.6).

KairoOS boots

Custom x86-64 kernel written solo: SMP scheduler, GUI, filesystem, shell — running in QEMU.

Now: aiming at consoles

Polishing shipped titles, joining game jams and building the portfolio for developer programs.