GAME DESIGNER · PROJECT MANAGER · EDUCATOR
Let's create something engaging together!
TOOLS I WORK WITH · DAILY DRIVERS
HacknPlan
HacknPlanWHAT I DO
A design-and-production practice built for studios, publishers and cross-disciplinary teams that need someone who ships without breaking the plan.
Turning ideas into structured plans, roadmaps and achievable milestones.
Diagrams, specifications, conceptual maps and presentations that make complex projects easy to understand.
Planning, prioritization and project monitoring from concept to delivery.
Coordinating multidisciplinary teams, solving problems and keeping everyone aligned on the same vision.
Supporting informed decisions through analysis, visual organization and structured critical thinking.
DEVELOPED THROUGH PRACTICE
SELECTED WORK
Racing, bullet hell, survival horror, physics action — and a live learning platform. Titles across Steam, itch.io and web, credited across design, level design, QA and production.
A chaotic physics racer from Falling Saints, barreling shopping carts through the suburbs. Brought on for QA and playtesting consultation across development, with a credit in the shipped release.
Game design for Fronterra, Axon Park's game-native platform of interactive 3D worlds where learning is the byproduct of play. Same immersive foundation behind the studio's enterprise training, with work reaching Harvard, Columbia, the University of Michigan and Mount Sinai.




An isometric bullet hell built around a single mechanic: a ricocheting ball you bank off walls and enemies to climb a tower floor by floor. A tight, readable difficulty curve carries the whole game. Shipped on Steam with a team out of AIV.

A survival horror aboard a decaying lunar station, built on slow dread and scarce resources. Fully diegetic in-world UI and deliberate resource tension. Developed with the small indie studio Digitaly Arts, funded through 34BigThings and Microsoft's Quickload.

A physics-driven destruction sprint: flatten a city against a 45-second clock. Fast to read, fast to master, designed for the score chase. Built for Brackeys Game Jam.
STUDIOS & TEAMS
Standing collaborations, outsourced productions, and one-off contracts across games, immersive learning and interactive experiences.

My studio home base. A standing collaboration as designer, producer and project manager across in-house and outsourced productions.
Android / iOS 2D mini-game collection for children hospitalized in the oncology ward of Ospedale Pediatrico Bambino Gesù, Rome. In collaboration with the Engineering Faculty of Sapienza University.
Immersive platform for virtual listening dedicated to sonic arts inspired by Dante's Divina Commedia. Produced for MACRO — Museo di Roma with the American Academy in Rome and Promu · All For Music.
Virtual space for interactive learning developed for schools.
Interactive gamified simulation for cyber security and IT-specialist training, blending physical and virtual interaction. Developed for ItalDigit.

Delivered through Red Hog. Design and QA on Fronterra — the studio's interactive 3D universe for kids age 7–14 — alongside enterprise learning work reaching top-tier US institutions.
Interactive 3D learning universe for kids age 7–14.
First video game ever developed inside a small emerging indie studio — a handful of inexperienced people, no budget, one release that made it out.
Backed by 34BigThings and Microsoft's Quickload initiative.
EXPERIENCE
Currently available for freelance and contract work, invoicing internationally.

Game Designer (via Red Hog)
Game design for Fronterra's interactive 3D learning worlds.

Game Designer · Producer · Project Manager · Lecturer
Design, production and project management across in-house and outsourced titles.
Game & Level Designer
Game and level design on Moonplague.
CASE STUDIES
Selected pitches, systems analyses and workshop plans I've authored — from publisher-facing pitch decks down to focused rules and cinematography references. Click any case study to read it in full.
Additional documentation produced for studio clients — GDDs, production plans, gamified training simulations — is covered by NDA and available on request.
TEACHING
Multi-year teaching across game design, AI and gamification — from primary and secondary schools to postgraduate masterclasses and teacher training, all registered with Italy's national education platform.
Postgraduate masterclasses


Teacher professional formation




Schools & language



ABOUT
Game designer and project manager working across different game genres, focused on player experience and the 3C. Shipped on Steam and itch, with multi-year teaching experience across game design, AI and gamification. Background spanning design, production, lecturing and project management.
Available for freelance and contract work, invoicing internationally, in English and Italian. Open to relocation and remote engagements.
LANGUAGE PROFICIENCY
Looking for a designer, producer or project manager for your next collab? Let's talk.