AVAILABLE FOR FREELANCE & CONTRACT

GAME DESIGNER · PROJECT MANAGER · EDUCATOR

Lorenzo Lezzi

Let's create something engaging together!

05+
YEARS DESIGNING
20+
TAUGHT CLASSES
04
SHIPPED TITLES
IT / EN
INVOICES ANYWHERE

TOOLS I WORK WITH · DAILY DRIVERS

Unreal Engine logoUnreal Engine
Unity logoUnity
Miro logoMiro
Figma logoFigma
GitHub logoGitHub
Jira logoJira
Confluence logoConfluence
HacknPlan logoHacknPlan
Milanote logoMilanote
ClickUp logoClickUp
Adobe Premiere Pro logoAdobe Premiere Pro
Adobe Illustrator logoAdobe Illustrator
Google Workspace logoGoogle Workspace
Unreal Engine logoUnreal Engine
Unity logoUnity
Miro logoMiro
Figma logoFigma
GitHub logoGitHub
Jira logoJira
Confluence logoConfluence
HacknPlan logoHacknPlan
Milanote logoMilanote
ClickUp logoClickUp
Adobe Premiere Pro logoAdobe Premiere Pro
Adobe Illustrator logoAdobe Illustrator
Google Workspace logoGoogle Workspace

WHAT I DO

Services.

A design-and-production practice built for studios, publishers and cross-disciplinary teams that need someone who ships without breaking the plan.

Strategy

Turning ideas into structured plans, roadmaps and achievable milestones.

Documentation

Diagrams, specifications, conceptual maps and presentations that make complex projects easy to understand.

Production

Planning, prioritization and project monitoring from concept to delivery.

Leadership

Coordinating multidisciplinary teams, solving problems and keeping everyone aligned on the same vision.

Decision Making

Supporting informed decisions through analysis, visual organization and structured critical thinking.

DEVELOPED THROUGH PRACTICE

Game Design
Gameplay systems documentation & implementation, level design, balancing, UX, QA
Project Management
Planning, production, agile, scrum
Training
Corporate workshops, gamification, lecturing
Consulting
Interactive experiences, UX

SELECTED WORK

Shipped & playable.

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.

Slackers: Carts of Glory

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.

PHYSICS RACINGSTEAMPCQA & PLAYTESTING

Axon Park

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.

HarvardColumbiaUniversity of MichiganMount Sinai
INTERACTIVE 3D WORLDSUNREAL ENGINEGAME DESIGNER

Ball Bulét

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.

BULLET HELLSTEAMPCGAME DESIGNER
Moonplague

Moonplague

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.

SURVIVAL HORRORUNREAL ENGINEGAME & LEVEL DESIGNER
Angry Zilla

Angry Zilla

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.

PHYSICS ACTIONTIME ATTACKUNITYGAME & LEVEL DESIGNER

STUDIOS & TEAMS

Studios I've built with.

Standing collaborations, outsourced productions, and one-off contracts across games, immersive learning and interactive experiences.

Red Hog Studio
Red Hog Studio

My studio home base. A standing collaboration as designer, producer and project manager across in-house and outsourced productions.

  • Musicalmente
    NDA
    Project Manager · Game Designer

    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.

  • Ava Danteum
    Project Manager

    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.

  • Explora
    Project Manager · Game Producer

    Virtual space for interactive learning developed for schools.

  • Codename Cyber Security
    NDA
    Project Manager · Game Designer

    Interactive gamified simulation for cyber security and IT-specialist training, blending physical and virtual interaction. Developed for ItalDigit.

PCCONSOLEVRGAME DESIGNERPRODUCERPROJECT MANAGER
VISIT STUDIO
Axon Park
Axon Park

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.

  • Fronterra Platform
    Game Designer · QA

    Interactive 3D learning universe for kids age 7–14.

UNREAL ENGINEIMMERSIVE LEARNINGGAME DESIGNERQA
VISIT AXON PARK
Digitaly Arts

First video game ever developed inside a small emerging indie studio — a handful of inexperienced people, no budget, one release that made it out.

  • Moonplague
    Game Designer · Level Designer

    Backed by 34BigThings and Microsoft's Quickload initiative.

UNREAL ENGINESURVIVAL HORRORGAME & LEVEL DESIGNER
PLAY MOONPLAGUE

EXPERIENCE

Contract & freelance.

Currently available for freelance and contract work, invoicing internationally.

Axon Park
May 2025 – May 2026

Axon Park

Game Designer (via Red Hog)

Game design for Fronterra's interactive 3D learning worlds.

Red Hog Studio
Apr 2024 – May 2026

Red Hog Studio

Game Designer · Producer · Project Manager · Lecturer

Design, production and project management across in-house and outsourced titles.

Oct 2021 – Aug 2022

Digitaly Arts

Game & Level Designer

Game and level design on Moonplague.

CASE STUDIES

Design thinking, on the record.

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

Teaching & workshops.

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

  • AIV, 3-year game-design course (20+ classes)
  • ITS Rossellini, 2-year game-design course (3 classes)

Teacher professional formation

  • ITES Fraccacreta — gamification
  • ITC Carlo Levi — AI & Google tools
  • Istituto Maffeo Pantaleoni — AI & Google tools
  • ITIS Galileo Galilei — gamification

Schools & language

  • IC Regina Elena — Minecraft Education (elementary)
  • NEW
    AI history & culture — high-school course (institute TBA)
  • NEW
    English language teacher — GoStudent & private students
Lorenzo Lezzi

ABOUT

About Lorenzo.

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

ItalianEnglishSpanishFrench
BASED IN ITALYREMOTE / RELOCATIONOPEN FOR WORKINVOICES ANYWHERE

Let's build.

Looking for a designer, producer or project manager for your next collab? Let's talk.