Lorenzo Mori

Email: lor.mori [at]

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I’m a versatile programmer, always eager to learn, listen, understand, solve and create. I enjoy working as part of a team to achieve a common goal. I am constantly striving to learn new technologies and to improve my skills.

Working Experience

November 2015 – Current
Playsport Games

  • Released Motorsport Manager on Steam and Motorsport Manager Mobile 2 for iOS and Android. Worked closely with designers and developers to deliver the best experience. My work involves the use of Unity3D for a lot of different fields of games development such as Systems and Tools programming, UI and Gameplay.
  • Responsible for implementing our Steam Workshop integration for Motorsport Manager. The work involved making the game as customisable as possible by modders so that they could publish new databases, 3D models, textures.
  • Developed the Tutorial system tool used for Motorsport Manager. It allowed us to quickly setup the tutorial flow, such as gating the access to certain areas and highlighting others.
  • Responsible for the implementation of in-game features, notably the Pit Crew during a race and Personality Traits of drivers, as well as other aspects of the game.
  • Worked on iCloud saving and in-app purchases for Motorsport Manager Mobile 2 in iOS. Use of Ultimate Mobile plugin.

May 2013 – November 2015
Supermassive Games

  • I started at Supermassive Games with an internship. My hard work and meticulous attitude helped me to be offered a permanent position as a Programmer. I worked mostly with Unity 3D engine and C#.
  • I worked closely with our server engineer to develop a client-side solution to allow us to save player’s progress. I worked on transitioning our systems from JSON to Google’s Protocol buffer in order to have a flexible and efficient way to serialize structured data. The game also featured  asynchronous multiplayer, for which I was responsible for tracking a player’s actions during their play session in order for it to be validated by the server. The system needed to be expandable and easily maintainable because of its action-based nature.
  • We developed two free to play titles for iOS market, both soft launched in Canada.

January 2010 – February 2010
Delo.SoVim. s.p.a
Database Employee

  • Data Entry Job in the database company in the field of Administrative and Support service activities. I worked as part of a team in order to keep track of all the company records of 2009


Goldsmiths, University of London (2012 – 2013)
MSc in Computer Games and Entertainment
Final mark 80/100 – Modules Studied: Programming for Computer Games, Maths and Graphics for Computer Games, Tools and Middleware for Games, AI and Animation, Creative Coding.

University of Pisa in collaboration with Scuola Superiore S.Anna (2011 – 2012)
Computer Science and Networking
I joined this limited number course and studied modules including principles of parallel programming, computer architecture, networking protocols (ISO/OSI, TCP/IP), probability and stochastic processes.

University of Florence (2007 – 2010)
Bachelor’s Degree in Computer Science
Final Mark 101/110  Modules include: Maths, Algebra, Analysis and Calculus (26/30 on average of all the courses), Basics of Physics (24/30), Programming (25/30 on average of all the courses), Networking (30/30), Computational Geometry (30 cum laude), Database principles (29/30).

Scientific High School of Florence (2002 – 2006)
Final Mark 80/100 – modules studied include different aspects of general culture and studies such as Maths, Physics, Biology, Science, without neglecting humanistic courses like Italian and Foreign Literature, Latin, History, History of Art, Philosophy and English Language.


  • High proficiency with Unity 3D engine and C#.
  • Competence in C++ and Maths, Analysis and Linear Algebra.
  • Experience with Agile software development using Scrum. Experience with the use of Trello.
  • Great communication skills and friendly attitude, open-minded and open to discussion.
  • Very adaptable programmer, with strong problem-solving attitude and quick learner.
  • I have basic knowledge of Java as a programming language from my years at university.
  • I have always being interested in learning new programming languages, for this reason I started learning Python, using which I created a small application to scrape periodically html pages.
  • Basic knowledge of php, which I used to create my own WordPress theme using the Bootstrap framework.

Other projects

I worked on a variety of different projects at University including:

  • Research and implementation of a data driven game engine in OpenGL ES 2.0 and C++. I implemented the sound subsystem with FMOD and LUA.
  • Implemented a wave simulator with sine waves functions. Used DirectX 11 to create my own framework and worked with shaders to simulate light reflections on water (phong effect).
  • Developed a 2D game with procedurally generated mazes in OpenGL and collision system. Later the maze generator algorithm was expanded to generate 3D mazes to be used in a game for iOS.
  • Other work involved Perlin Noise and Geospheres to procedurally generate planets,  L-Systems to simulates realistic plants growing, Box2D and OpenAL.
  • Marching Cubes algorithm for the C++ framework of the University of Florence.


  • I am actively researching and developing demos in Unity and follow up with articles on my personal blog.
  • I started playing videogames on a GameBoy when I was 5 and never stopped.
  • I’ve always been into music and played the guitar since I was 12, I write songs and record them.
  • As an avid board gamer I enjoy spending time with others playing games around a table.
  • I enjoy learning foreign languages. I have the TOEFL certificate for English scoring 101/120. I can speak basic German and have the A2 certificate from the Deutsch Institute of Florence.

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