James Lee

Marco Rapino

Games and iOS Developer

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About Me

My name's Marco Rapino and I'm a 32 years old developer, mainly focused on games (from mobile to console platforms) and iOS applications.
I worked for several years as Senior Game Programmer at Rovio Entertainment Ltd, the game company that gave birth to the worldwide phenomena Angry Birds. I lead the development of many projects - Angry Birds and Bad Piggies the most important ones - plus I've been responsible of integrating many third party tools and libraries to other existing titles, from social networks to ads services. Moreover, I rewrote the in-house particle engine system to support complex particle systems used in the latest company's games.
I've been awarded 2 times as best employee of the months among 600 people.
I'm currently founder and developer at Chestnut Games, a small indie game studio based in Lanciano, Italy.

I have a strong background in game programming, 3D, design and game research. My main goal is to make living out of indie game development.

I'm proficient with the following programming languages:
C, C++, C#, Java, Python, Lua, Obj-C, PHP, ASP, Lua, Javascript, Boo.

I worked on the following platforms:
PC, OSX, Linux, iOS, Android, WebOS, Symbian (S60 and S^3).

I'm extremely proficient with the Unity3D engine which I used for several professional and personal projects, mostly for mobile platforms.

I've been working with the following IDE and tools:
Visual Studio, XCode, Eclipse, Unity, NetBeans, QT Creator, Adobe Flash.

I'm a big enthusiast of VR, I own an Oculus headset and Leap motion device with which I love experimenting things for both, commercial and research purposes!

I also have a pretty good background in shader programming and knowledge about the rendering pipeline.

I love doing 3D art as well, especially when it comes to model characters or toonish/low poly environments.
I'm proficient with the following 3D/SFX/Graphic tools:
Cinema4D, Realflow, Blender, Spine, Endorphine, PF Tracker, Voodoo Camera Tracker, After Effects, Adobe Photoshop, Adobe Premiere.

Finally I love photography, me and my Nikon D750 enjoy travelling around the world and picture its greatness into digital frames. :)

Latest Projects

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Angry Birds - Classic, Seasons and Rio

The #1 paid app of all time!

Angry Birds is a video game franchise created by Finnish computer game developer Rovio Entertainment. Inspired primarily by a sketch of stylized wingless birds, the first game was first released for Apple's iOS in December 2009. As of October 2010, 12 million copies of the game were purchased from Apple's App Store, and then the company started to design versions for other touchscreen-based smartphones, including the Android, Symbian and Windows Phone operating systems. It has since expanded to video game consoles and PCs. Angry Birds has been praised for its successful combination of addictive gameplay, comical style, and low price. Its popularity led to versions of Angry Birds being created for personal computers and gaming consoles, a market for merchandise featuring its characters, spin-offs and television series based on the franchise, and even long-term plans for a feature film. As of January 2014, there have been over two billion downloads across all platforms and including both regular and special editions, as of July 2015 the series reached over three billion downloads, the franchise has become the highest downloaded freemium series of games of all time. The original Angry Birds has been called "one of the most mainstream games out right now", "one of the great runaway hits of 2010", and "the largest mobile app success the world has seen so far". An animated feature film of same name is also in-development with Sony Pictures, and the first sequel, Angry Birds 2 was released on July 30, 2015. Lead Programmer for the original game and its 2 spin offs: Seasons and Rio.

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Bad Piggies

Bad Piggies is a puzzle video game developed by Rovio Entertainment, and was its first spin-off to Angry Birds. The game launched on Android, iOS, Windows and Mac on September 27, 2012. It was released for BlackBerry 10 in October 2013 and for Windows Phone in April 2014. Unlike the Angry Birds games, the player assists the pigs in building devices that travel on land and air to collect pieces of a map to ultimately capture and take away the Angry Birds' eggs. As of October 2012, Bad Piggies was the fastest-selling game on the Apple App Store, and the quickest one to reach the top of the app list in just three hours. Designed and implemented the whole game core architecture. Developed the core game mechanics in the prototype/pre-production phase. Optimized and profiled the game to the best performances finding the perfect balance between quality, gameplay and support for as many platforms/devices as possible. Managed a total of 5 developers during the whole project lifetime, coordinating and assigning tasks, feature implementations and bug fixing. Main responsible of the entire game codebase. I've been involved in this project since the very early concept phase until launch.

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Fallin Love - The Game of Love

Help Fall, a tiny block unnoticed by the woman he loves, in his quest for a disguise that will catch her attention. Guide him by playing with gravity and beat more than 70 mind-teasing levels by collecting cool disguises. Because somehow, each new disguise will bring Fall one step closer to winning her love.

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Memhurry - The memory game made social

Memhurry is a time based memory game where you can challenge your friends and other people in online matches on the best of 3 rounds. The goal in the game is to match as many pairs as you can before the time ends, trying in the meanwhile to collect special bonuses, using power-up and making big combos that will help you in winning the round against your opponent.

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Kyubo is a puzzle action game that combines thinking and action. Completing each level will require you both perfect timing when moving or jumping and accurate decision making on how to move the cubes and in which order to disarm traps, enable triggers, access far locations and finally getting to the exit door and move on to the next room.

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Unity3D Plugins

GlobeKit - iOS Maps for Unity3D Plugin

GlobeKit is an all-in-one solution that provides full access to the iOS MapKit framework from the Unity3D engine.
It has been on the top grossing list of the Asset Store - Integrations category for over 6 months with an average rating of 4.5 stars (20 reviews).

Get it on the Asset Store!

Webkit for iOS - iOS Webviews for Unity3D Plugin

Webkit for iOS is the all-in-one solution to create native iOS WebViews in Unity games.

Get it on the Asset Store!

TouchID for iOS - TouchID iOS authentication system for Unity3D Plugin

TouchID plugin for Unity, allows players to protect their own data or create some fun and alternative game mechanics using the fingerprint sensor.

Get it on the Asset Store!

Unity Asset Store page

Other Projects

LiveMesh Augmented Reality

LiveMesh! is an augmented reality application which uses Wavefront objects and a pattern to show your 3D model in a live camera stream.

See it in action

Blender++ Tool

Blender++ is ‘yet another batch renderer’ for the 3D modeling tool Blender, but with one important difference: it’s cross-platform and Windows, Linux and OSX.

Get it on SourceForge

Immersive Worlds R&D

Using Blender with facial-speech recognition and some basic psychophysiological data used in real - time, focusing the attention of how to create interaction between the real world and the BGE, but also how to use cheap technology and an open - source approach to achieve this, making it accessible to a wide range of people in their everyday life.

Check out the presentation at the Blender Conference 2009

Work Experience

Founder & Lead Developer - Chestnut Games (2012 - Present)

Chestnut Games is an indie game studio focusing mainly on innovation, alternative gameplay and original game ideas. After spending over 2 great years at Rovio where I learned most of the stuff I know in the game development - especially in a commercial perspective - I decided to go back to the roots where I always really belonged: indie games. We develop mostly for mobile platforms (iOS/Android) and to some extent for desktop ones (PC/OSX/Linux) thanks to the awesome cross-platform support that Unity3D - our main choice as game engine - gives us. We released our first game for iOS and Android, Kyubo, on June 6th 2013 and we have a total of 4 titles published in 3 years, with a total user base of 500k players.

Senior Game Programmer - Rovio Entertainment (2009 - 2012)

During those 3 years at Rovio, I've been Lead Programmer in Angry Birds Seasons and currently to the new first biggest release since Angry Birds: Bad Piggies. I've been also involved in other projects, being the main developer for half a year of Angry Birds Classic updates and helping out in AB Rio until its launch.
I've been as well prototyping (both with internal tech and Unity3D) and doing several third party technologies integrations.
Responsible for Facebook Connect in game implementation and Location services for the Angry Birds Magic platform.

Senior Tech Programmer - HSE, Center for Knowledge and Innovation Research (2007 - 2009)

Lead programmer in two EU projects, PASION and TARGET. The first was about augmenting communications over the networks, social network studies in other words. In this project I have been responsible for the development of four application in the Collaborative Knowledge Work area. The four platforms on which I developed the applications are: Skype, Outlook, Mobile (Nokia S series and Windows Mobile) and iGoogle-GMail. Those extensions aimed to collect communication data from different protocols and generate social indexes and network graphs on the basis of the events exchanged between users during their normale usage of the different applications. The TARGET project was about games, even if I cooperated in another project which is called FUGA (Fun of Gaming), this is my first experience with adaptative games. An adaptative game is a game that can change itself (difficulty, controls, environment etc) on the basis of psychophysiological data coming from sensors like EKG (Electrocardiogram), EEG (Electroencephalogram) etc. My task was to develop the component which gather data from the sensors to the game over bluetooth connection. I have been presenting PASION applications at the ICT in Lyon in November 2008 and I have took part in several conferences in Finland and Europe. I got also a paper publication at the HCI conference in San Diego (California) that will be held this summer in July. In the spare time I’ve carried out some personal projects mainly using Python, Blender Game Engine and cheap but powerful technologies such as Wiimote, PS3 controller and so on.

Lead Web Programmer - Multimedia Comunicazione (2006 - 2009)

Development of a CMS used by the Web TV “VideoCittà”, one of the first web tv of my county. This CMS does support the upload and pubblication of VideoCittà services, banner advertising control and moreover the management of the Web TV special contents