Skip to main content
← Back to projects
gameUnityC#Unreal Engine 4C++BlueprintPerforce

Resident Evil 2 Reborn

Client: InvaderGames - Andrea Bonsignore

Fan remake of Resident Evil 2 developed as CEO and Lead Developer of InvaderGames. The project reached 2M+ views and received official recognition from Capcom, becoming one of the most celebrated fan games in the international Resident Evil community.

Resident Evil 2 Reborn

Resident Evil 2 Reborn – InvaderGames

The Project

Resident Evil 2 Reborn is a fan remake of Resident Evil 2 developed entirely by InvaderGames, an independent studio founded and led by Andrea Bonsignore in Rome. The project grew out of a deep passion for Capcom's 1998 original and the ambition to reimagine it with modern visuals and gameplay systems, while preserving the survival horror atmosphere that made the game a classic.

The outcome was remarkable: 2 million views across the project's video channels and official recognition from Capcom, who publicly acknowledged the team's work — an exceptionally rare distinction in the fan game landscape, where major publishers rarely respond positively to unauthorised reworks of their IP.

The Team

Andrea founded InvaderGames and led a multidisciplinary team of 10+ people across a multi-year development cycle, coordinating programmers, 3D artists, animators, and sound designers. Project management included milestone definition, task delegation across diverse skill sets, and maintaining creative and technical consistency throughout the project's lifespan.

Technical Development

The project was developed in Unity (C#) during the initial phases, with subsequent integration of systems built in Unreal Engine 4 (C++/Blueprint) for specific components. Andrea personally developed:

  • Complete gameplay systems (combat, inventory, environmental interactions)
  • A character controller faithful to the tank-control mechanics of the original title
  • 3D asset pipelines and animation systems
  • Lighting and atmosphere systems for horror environments

A Reusable Codebase

The codebase developed for RE2 Reborn was architected from the outset as a reusable framework — a strategically sound decision that proved its worth: the core systems were subsequently used to power "Project A", a follow-up InvaderGames title, dramatically reducing development time and demonstrating the architectural solidity of the work.

Impact and Legacy

RE2 Reborn remains one of the most significant projects of Andrea's career: a concrete demonstration of the ability to deliver a high-complexity, high-visibility project with real impact on the international community — and recognition from one of the most iconic publishers in the video game industry.