Italian software engineer · Technical lead · 15+ years

Marco
Rapino

From game systems to cloud systems.
Same mindset, different scale.

I design and ship production software across cloud architecture, backend systems, applied AI, and gameplay engineering.

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01

What I build

Three areas, connected by the same systems mindset.

01.1

Cloud architecture

AWS serverless and event-driven platforms, integrations, observability, and operationally clean backend systems.

  • Lambda
  • SQS
  • DynamoDB
  • CloudWatch

01.2

Applied AI

LLM assistants, RAG systems, workflow automation, copilots, orchestration, and practical AI tools.

  • OpenAI
  • RAG
  • n8n
  • Qdrant

01.3

Game systems

Gameplay architecture, mobile performance, creative mechanics, production delivery, and technical leadership.

  • Rovio
  • Bad Piggies
  • Gameplay
  • Mobile
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02

Experience

A career across interactive and distributed systems.

Current work

AWS Tech Lead / Cloud Architect

Designing cloud and software architectures with AWS, serverless systems, distributed backends, integrations, CI/CD, and observability.

AI Builder / Solution Designer

Building applied AI systems with LLMs, RAG, OpenAI APIs, n8n, knowledge bases, and workflow automation.

Rovio Entertainment

Lead Programmer / Senior Game Programmer

Worked on Angry Birds Classic, Angry Birds Seasons, Angry Birds Rio, and Bad Piggies, contributing gameplay systems, core architecture, performance optimization, and technical leadership.

Chestnut Games

Founder

Created original mobile games and experimental mechanics, keeping the creative side of software close to the engineering craft.

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03

Selected projects

Representative work across AI, cloud, and game development.

BLOOM

AI workflow initiative

Assistants, orchestration, automation, and practical AI workflows for business processes.

AI customer care

RAG and operator support

Knowledge bases, LLM assistants, operator copilots, ticket triage, and workflow automation.

AWS messaging

Event-driven systems

Lambda, SQS, SNS, priority queues, multi-channel notifications, and scalable backend workflows.

Bad Piggies

Gameplay architecture

Core architecture and gameplay systems work from the early phases of a physics-driven mobile game production.

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04

Technical range

Tools I use to take systems from design to production.

Cloud
AWS, Lambda, API Gateway, DynamoDB, SQS, SNS, ECS, Fargate, Step Functions, S3
Software
Python, TypeScript, Node.js, NestJS, React, APIs, event-driven architecture
AI
OpenAI APIs, RAG, n8n, Qdrant, LangChain, embeddings, orchestration workflows
Practice
System design, observability, performance, CI/CD, technical leadership
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05

How I work

Principles carried from game development into cloud and AI systems.

I like software that remains understandable after launch: clear interfaces, observable behavior, useful defaults, and teams that can operate what they build.

Game development taught me to care about performance, feedback loops, constraints, and user-facing quality. Cloud and AI work use the same instincts at a different scale.

05.1

Understandable

Clear interfaces and useful defaults make a system easier to use, change, and extend after launch.

05.2

Observable

Logs, metrics, and traces should make system behavior visible when it matters: in production.

05.3

Maintainable

Architecture should remain clear enough for teams to understand and operate what they build.

05.4

Production-minded

Performance, feedback loops, constraints, and user-facing quality are part of the engineering work.

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06

Let’s work together.

Open to cloud architecture, backend engineering, applied AI, and technical consulting.

06.1

Email

For project inquiries and professional collaboration, email is the most direct channel.