Case Studies
Publisher pitches, systems analyses and workshop curricula by Lorenzo Lezzi, project manager, game designer and educator. Each case study includes the source document.
Pitches & Presentations
Publisher- and stakeholder-facing decks: concept, market position, budget and roadmap.

Moonplague, Publisher Pitch
Full production pitch for a €3.5M, 3-year survival-horror project set on a decaying lunar station. Concept, gameplay, target audience, budget breakdown and financial plan.
READ CASE STUDY
BlasterMech Arena, Game Pitch
Turn-based hero strategy with deckbuilding and ability cards. Concept doc, core mechanics, characters, competitor analysis and dev roadmap.
READ CASE STUDYDesign Documentation
Systems breakdowns and reference docs I use to make design decisions arguable, not opinion.

Chess, Rules Analysis
A full rules taxonomy of chess, operational, foundation, behavioural, written, official, advisory and house, applied as an analytical template to a canonical game.
READ CASE STUDY
Overwatch, Esport Spectability
A structured breakdown of what makes Overwatch legible and engaging as a live esport, audience, appeal, harming, understandability, pace, wow moments and retention.
READ CASE STUDY
Table Tennis, Spectability & Understandability
The same spectator framework applied to a physical sport, target audience, status-quo disruption curve, entrance point, efficiency and engagement.
READ CASE STUDY
Camera Framing, Reference GDD
A cinematic language cheat-sheet for game designers: shooting fields, plans, sequences and framing devices, mapped to feature-film references.
READ CASE STUDYWorkshops
Course pitches and curricula built for schools and academies.

LEGO Digital Designer, Workshop Pitch
A 30-hour, 15-session interdisciplinary level-design workshop for high-school students, using LEGO Digital Designer as a virtual world-building environment.
READ CASE STUDY
Twine Game Workshop, Pitch
30-hour interactive-storytelling course covering narrative theory, Syd Field's paradigm, the hero's arc, and Twine-based branching narrative production.
READ CASE STUDY