Games I've helped build.
Stories I've helped tell.
Hi, I'm Mario Di Pesa. I've worked in game development for over 25 years, creating levels, missions, quests, gameplay experiences, cinematics, and stories.
Featured work
VIEW PROJECT ↗Weird West
Quest design · Writing · Scripting · 2022
Tomb Raider: Underworld + DLC
Cinematics · Camera tools · 2008–09
Additional credits
VIEW PROJECT ↗Star Wars Battlefront II
Game development · 2017
VIEW PROJECT ↗Star Wars: Squadrons
Game development · 2020
VIEW PROJECT ↗Immortals of Aveum
Game development · 2023
VIEW PROJECT ↗The Bureau: XCOM Declassified
Game development · 2013
VIEW PROJECT ↗Splinter Cell: Double Agent
Cinematic work · 2006
VIEW PROJECT ↗Far Cry Instincts
Game development · 2005
VIEW PROJECT ↗Star Wars: Uprising
Game development · 2015
Earlier credits
Designer by trade.
Writer at heart.
I started in game development as an artist in 1998, then moved into game design in 2004. Since then, I've worked across level and mission design, quests, cinematics, and narrative design and writing.
I also studied feature film writing at UCLA. I'm interested in projects where gameplay, storytelling, and memorable player moments meet.
Open to new opportunities
Available for full-time, contract, and freelance roles, including remote positions open to Canada-based applicants.
Contact email and résumé link to be added before sharing this site with employers.





