CHIEF LUNARS

Marco Ponte

Marco Ponte

CEO
Marco Ponte
CEO
As CEO, Marco is responsible for pulling together the Avengers of videogame teams to build the vision of the studio. A noble creature, he is capable of functioning in both the day and night with his friend known as grappa. Marco leads the studio and the teams within to make the magic happen.
Brief Career Description
Marco has over 18 years’ experience in video games. After stints as a game designer and project manager at several Italian video game companies (WaywardXS and Artematica Entertainment), he joined Milestone in 2010 as Assistant Producer. It was not long before he became Executive Producer and lead production of Milestone titles in this capacity with a team of producers and project managers until 2014.

He has more than 25 published titles to his name for PC, PlayStation® 4, Xbox One, PlayStation® 3, Xbox 360, Xbox, NDS, Wii, PSP, PlayStation® Vita and PlayStation® 2.

Most Memorable Game
System Shock
Short Favorite Gaming Memory
The construction of my first guild inside Ultima Online was painful, me and a friend of mine played/worked for 6 months to have enough gold to buy a good house. We explored all over the world of Ultima Online to find a good spot to place it. Both my friend and myself were playing on an American server so it meant we had to log in during the night as the housing was scheduled at late night (for us), and only for 2 hours or so! In Ultima Online there was an incredible competition to have the best spot for a house, so there were fights and (believe it or now) even wars for this. PK (player killers) exploited the situation to kill as many players as possible – It was a mess!
Andrea Basilio

Andrea Basilio

Creative Director
Andrea Basilio
Creative Director
The Creative Director is the person with the original creative concept of the game, their main duty is to keep the original idea clear and focused for the whole team during the different development phases. A Creative Director is also responsible for ensuring that the final game matches up with the original project goals in term of visual and gameplay quality.
Brief Career Description
Andrea is a videogame enthusiast and an avid gamer, at the age of fourteen he played Metal Gear Solid for the first time and this experience alone, inspired him to make creating videogames his dream and vocation. Originally kicking off his videogame journey as a videogame journalist, Andrea then moved on to working with an Italian indie developer, before pursuing a Bachelor of Arts in videogame design at University of Wales. He works as a freelance game designer for several studios in Italy and UK, where he has worked on different projects as a lead game designer and game director. Since 2016, Andrea also looked to help the next generation of hungry game designers, becoming a game design teacher at Event Horizon School of Digital Art.
Most Memorable Game
Metal Gear Solid
Short Favorite Gaming Memory
At the begging of the 2000’s I was a pretty hardcore player of Ultima Online, for one summer that comes to mind, I played (on average) more than 8 hours a day. During this summer, I also had a part time job at a call center, so basically my life for 3 or 4 months consisted of was waking up, work for four hours and then play until late night. It became clear later on, just why I held such and unconditional love for UO, which was the freedom I had in that game – I never felt that type of freedom again. I love you Ultima Online!
Michele De Negri

Michele De Negri

Lead Artist
Michele De Negri
Lead Artist
As Lead Artist, Michele coordinates the team of artists and animators together with the Game Designer, Lead Programmer and Art Director. Michele’s main goal is to create the overall visual style and conduct the production of all visual materials throughout development.
Brief Career Description
Michele has over 13 years experience working in video games. After completing his artistic studies, his video games adventure began at Playstos Entertainment, working as Senior Artist and taking on 3D Supervision. His next adventure took him to Milestone for 8 years, developing skins in the racing world with great brands such as WRC, SBK, MOTOGP, MX, SLR Rally EVO and GRAVEL. Michele has more than 15 published titles to his name for PC, PS4, XboxOne, PS3, Xbox360, PS2 and Wii!
Most Memorable Game
Journey
Short Favorite Gaming Memory
My favorite gaming memory always comes back to Journey – such an amazing experience being able to join unknown players to collaborate together on exploring this incredible and emotional adventure.
Marco Marconi

Marco Marconi

Technical Director
Marco Marconi
Technical Director
At Lunar, Marco is the Technical Director of the current project. A Technical Director manages the software design of the game experience, the development of necessary technologies and the integration of the third parties’ software. He is also able to put his hands in the code as a senior graphics programmer.
Brief Career Description
Marco started as a physics engine programmer in 1998 at a small indie company, releasing a Wipeout -like racing game (Nelson Piquet’s Grand Prix Evolution). In 2000 he moved to Softdesign s.r.l. where he became Head of Programmers and was charged with developing promotional 3D mini-games for third party companies such as Ferrero and Vodafone, as well as working on A.I. and Rendering technologies for a Virtual Reality Multi Media Park in Turin. In 2004 he co-founded Pixel Age s.r.l. to develop a graphic engine for Alias|Wavefront (Maya) and Web 3D technologies for Blaxxun. In 2006 he moved on to become an R&D Senior Programmer at Milestone s.r.l., where he stayed until 2017 researching Physically Based Rendering technologies. His credits clock in at over 20 titles including the SBK, MotoGP, and various rally series.
Most Memorable Game
Call of Duty – Modern Warfare 3
Short Favorite Gaming Memory
We often played COD together in the lunch break. There was this guy that would always camp so hard that if you removed the WASD keys from his keyboard, he wouldn’t notice. There was this one time he got a super-professional headset and turned the volume up to quite a high level so he could hear the smallest sound of the approaching enemy. Now this gave me an idea – I equipped the sawed-off double-barrel shotgun along with every available noise reduction and ninja perks, it was a bit tricky but I managed to sneak behind him, and position the shotgun exactly on his right ear… and then BOOM HEADSHOT! I’m not overexaggerating, the sound was so loud that everyone in the open space could hear – he jumped out of his seat falling to the floor, screaming like a baby and wouldn’t join us again for a month. Justice done. Never camp, folks…
Claudio Giacopazzi

Claudio Giacopazzi

Business Development Director
Claudio Giacopazzi
Business Development Director
Claudio supports the company on various areas of the business, including legal, business relationships and opportunities, financial, marketing and planning. He has fingers in many pies (mmm pies) and once won Italian Smile of the Year competition in 20XX.
Brief Career Description
Claudio Giacopazzi began his career in 1995, when he created his first PC video game to raise funds for a charity initiative. Shortly after, he then founded WaywardXS Entertainment and raised funds to further develop and expand his output in the sport management genre. Not long after, he set up a publishing label (Playdas) and contributed to the release of 11 titles. The following years were dedicated to Lords Of Football (Geniaware/Fish Eagle): Claudio was instrumental in both the creation of the game and the digital distribution.
Most Memorable Game
Caesar III
Short Favorite Gaming Memory
Once I won all the competitions available in ISS PRO EVO 2, I decided to face new personal challenge with the same game: try to win the league with the worst available team. During the first few matches I had racked up an impressive amount of defeats, but then after a tactics refresh, I found the right combo between formation and tactics. My team was very weak, I was only able to reach the opponent goal with one single systematic and repetitive action – The rest of the time was spent in hard defending. It was really frustrating, but eventually I managed to collect more and more points which brought my team 2 points away from the top of the league – This happened just before the last match I had to play against the leading team. Picture this, I was at the end of first half and down by 2 goals, everything is tense and anxious, when in the second half something magic happened: after being able to tie the score, it was down to the last minute with one final kick left to take… GOAL! I hit home the ball to score the winning goal (3-2) which allowed my team to win the league. I was shouting and jumping around the house in ecstatic joy. It has been the last match I’ve played with that game and this memory will last forever.
Filippo Franco

Filippo Franco

Producer
Filippo Franco
Producer
As a producer, my main responsibility is to ensure that the project is shipped on time, budget and with expected quality.
Brief Career Description
Ever since childhood Filippo always wanted to play videogames. As a little boy, he had to sneak out of home to reach the nearest arcade, most of the time pretending to his parents that he had finished his homework. Filippo took a degree in Management at the Bocconi university, started a career in consulting but…his dream of working in videogames remained in his mind. Eventually, he decided to change his life and make his dream come true. He started as Assistant Producer in Milestone where he was given the opportunity to learn the fundamentals of game development and videogame project management. A few years later with Marco, he started to work on a new firm, building large parts of a business plan for what would eventually become Lunar Great Wall Studios. He also worked as director of studies for a workshop in Videogame Project Management.
Most Memorable Game
Metal Gear Solid
Short Favorite Gaming Memory
I have a lot of videogame memories, from the endless Winning Eleven tournaments with my friends to the 100% completion of Final Fantasy VIII (without internet, all the information came from word of mouth or magazines…what a job!). But there’s one funny fact I like to tell: when I was young, my parents allowed us to play videogames only one day per week. Anyway, me and my brothers knew where they were hiding our PlayStation. One day, a friend of mine lent me Silent Hill 2 for a few days. I couldn’t wait to play. The day after, I decided to skip school, and waited, hid in a corner of the courtyard, for my parents to leave. At that point, like a little Solid Snake, I came back home, took the PS and played all the morning. I was so excited! Unfortunately, at the end of this story, nobody was allowed to play videogames for the rest of the month. But damn, what a game!

The Lunar Great Wall Team

Meet the rest of the team responsible for bringing our visions to life across art, design, game programming and more!

Team Members