Contract engineer — Games · Simulation · Systems · AI

Michelangelo
Diamanti

A decade building in Unity and Unreal — games, VR, research simulation — and, lately, backend systems that run at serious scale: event-driven services, terabyte data pipelines, LLMs put to real work. The flock behind this text is my stack, flying in formation. I take on contract work where real-time meets scale, and I'm open to the right full-time role.

agents: steering: payload: ~5 kB js

// every agent explores on its own
// steering behaviors: C. Reynolds, GDC 1999

Experience
10+ yrs · games to systems
Research
6 papers · 88 citations
Education
PhD — Reykjavík University
Game jams
🏆 1st — GMI Jam 2024

Selected work

All projects →
Island of WindsUnreal Engine · C++ · GameplayAI Decision AutomationLLMs · Compilers · Distributed SystemsVirtual Blönduós & ÁrnesUnity · WebGL · WebGPUAscensionUnreal Engine · C++ · Game JamAgora Crowd Simulation FrameworkUnity 3D · C# · Menge

Real-time & games

Unity and Unreal gameplay, VR, and research-grade simulation — from commercial game production to virtual courtrooms and GPU-accelerated crowds.

Backend & distributed systems

Event-driven platforms, high-throughput services, and data pipelines measured in terabytes — the architecture that keeps them fast and correct.

AI & LLMs

Applied AI end to end: intelligent agents, machine learning, and LLM features — like asking a production database questions in plain English.

Worked with & alongside

Have a project in mind?

Games and AI are home turf — but the best problems rarely stay in one lane, and neither do I. One contractor who can carry a build from gameplay code to backend to the AI layer beats coordinating three: whole-problem ownership, no hand-offs. Remote from Reykjavík, and currently available.