A psychological horror game about eating disorders.
A first-person survival narrative horror set in a snowy island.
A short experience about dreams and disconnection from reality. Completely developed in solo from code to art.
A 2.5D crazy challenging platformer based on comics.
A casual resource management game set in a cyberpunk future controlled by animal gangs.
A classic puzzle-box horror inspired by PS1-era design. Created 30+ interconnected puzzles with escalating complexity.
Narrative designer for Hungerless, a psychological horror game about eating disorders in UE5. Owned progression, and narrative integration across a team of 14+.
Designer for Babel Bubble a 2.5D platform game made in UE5 leading a team of 8 people.
Designed and implemented complete gameplay areas for The Shattered peak, a survival narrative horror game in UE5. Shaped progression, encounter design, and storytelling leading a 10-person multidisciplinary team throught every development phase.
Designer for FurCity Survival, a casual management game developed in Unity, settled in a cyberpunk future controlled by animal gangs.
I'm a game designer and narrative designer who excels in creative vision and structured execution. My main goal is to design experiences that stay with the player, evoking their emotions, whether through a poignant moment, pure joy or terror.
What sets me apart is my versatility and my desire to understand every aspect of game development. I can switch between designing systems and narrative sequences, providing support with scripting, managing backlogs and leading daily stand-ups. I firmly believe that the best designers are those who can understand (at least to some extent) the work of their colleagues and, as a result, communicate effectively with them.
When I’m not designing, you’ll find me playing my favourite brain-teasing games, drawing, building Gunpla, or dissecting why Baldur's Gate 3 works so well.
Open to full-time roles and contract work in game design and narrative design. Always happy to talk shop.