Paolo
Falomo
Senior Developer
ScrollAbout
I build things that have to hold up in production, not just in a demo.
I started in 2009 making educational 3D content for the Padova Planetarium. Two years of modelling and visual effects, then code took over.
After that: Studiotiveron — the people behind fddb.org — then years of WordPress development, then APIs, then Unreal Engine. I never picked a single lane.
What keeps me at the screen isn't the challenge. It's the moment a piece drops into place and the problem stops existing.
What I do
Three trades, one method.
Fullstack web
Applications that survive both traffic and maintenance. Modern frontend, APIs designed for whoever has to call them, infrastructure that doesn't surprise anyone at 3am.
Unreal Engine
C++ and Blueprint, extendable components, real profiling. A stable frame rate isn't a cosmetic detail — it's the difference between a game and a tech demo.
Architecture
Solution Architect at AnyPark, API design at Vibes. The useful work is almost always deciding what not to build.
Path
Where I've been.
AnyPark, Vibes
Solution Architect and API design. Small teams, real constraints, decisions you pay for immediately.
3D and visual effects
Padova Planetarium, Studiotiveron. That early 3D work is why Unreal doesn't feel like foreign territory today.
“Some days I feel like I know a lot, and some days I feel like I know very little. I couldn't tell you which of the two feels better.”
Where to go next