AvailableFreelance & contractGame Designer · Project Manager · Educator
Let's create something engaging together!
Tools I work with · Daily drivers
HacknPlan
HacknPlanSelected 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, plus QA and playtesting passes across builds. 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.
What I do
A design-and-production practice built for studios, publishers and cross-disciplinary teams that need to turn complexity into clarity before they can ship.

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
Case studies
Pitches, documentation and workshop curricula. Each card opens to a quick overview plus the original PDF, source-first, no walls of text.
Full source documents are available on request. Additional studio deliverables, including GDDs, production plans and gamified training simulations, are covered by NDA.

How I work
Three moves that take a project from scattered ideas to a shippable build.
Understand the problem before touching the plan.
Vision · Audit · Risk map
Make sure everyone is building the same game.
GDD · Specs · Flows
Ship on schedule without burning the team out.
Milestones · Sprints · Build
Studios & teams
Standing collaborations, outsourced productions, and one-off contracts across games, immersive learning and interactive experiences.

The latest studio I collaborated with as game designer, producer, project manager and lecturer, across in-house and outsourced production for schools, teaching, B2B and B2C game development.
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.
The first video game I ever worked on, 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.
Teaching
Multi-year teaching across game design, AI and gamification, from primary and secondary schools to postgraduate masterclasses and teacher training, all registered with the national education platform.
Postgraduate masterclasses


Teacher professional formation




Schools & language



About
My career started in game design, where I learned to think in systems. Since then I've applied that mindset across production, teaching, and consulting. The constant wasn't the industry; it was the process: turning complexity into clear decisions.
Beyond work
Language proficiency
Looking for a designer, producer or project manager for your next collab? Let's talk.