Raffaele Bratta is a senior programmer with 11 years of professional experience specializing in 3D graphics and game engine development, currently at 505 Games in Bologna. He designed and maintained a proprietary engine at Sandbox Games and has strong roots in gameplay, tools and UI from his earlier indie studio work. His open-source contributions to Ogre-Next demonstrate deep engine-level expertise—improving compositing, mesh conversion, cubemap handling and light masking for a widely used C++ scene engine. Trained at the University of Bologna with high marks in both bachelor’s and master’s degrees in computer science, he blends academic rigor with practical production shipping. Outside work he stays sharp as a goalkeeper and skateboarder, reflecting a hands-on, risk-aware approach to problem solving. Notably, he brings both low-level graphics craftsmanship and cross-discipline collaboration to deliver performant, maintainable game systems.
11 years of coding experience
15 years of employment as a software developer
Bachelor of Science, Computer science, 102/110, Bachelor of Science, Computer science, 102/110 at Alma Mater Studiorum - Università di Bologna
aka ogre v2 - scene-oriented, flexible 3D C++ engine
Role in this project:
Back-end Developer
Contributions:51 commits, 26 PRs, 39 comments in 2 years 5 months
Contributions summary:Raffaele contributed to the Ogre-Next 3D engine by implementing and refactoring core engine components. Their work focused on improving the compositing system with human-readable names and support for multiple listeners. Additionally, the user added support for converting manual objects to meshes, a fundamental feature for scene construction. Further contributions included fixing a bug in cubemap probe handling, improvements in area padding, and the addition of a light mask feature.
Ogre 2.1 & 2.2 - scene-oriented, flexible 3D engine written in C++
Contributions:140 pushes, 107 branches in 3 years 3 months
cpp3d-engineopenglscenegame-engine
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