Work Experience



ProudTurkeys

I've been working in ProudTurkeys for a year, dealing with everything related to Game Design, such as organizing documents, creating tasks, designing mechanics, designing levels, and making prototypes.


"I have been working for Kool Games since April 2023."



Kool Games

I worked on HC and IA for Android and IOS.
I I took care of team management, concept creation, documentation production, level design, UI and UX and communication with publishers, sending project status updates and participating in weekly calls


"I worked for Kool Games for over a year."



Word War

Word War is a word-based party game in which players have to form words, physically collecting syllables from the ground, to score points.


"This game is out on Steam".



Moon

Moon is a narrative game where the player must explore an area to find objects that will allow him to build a ship and continue in the story.


"This game is in progress".



Erion

Erion is a 2d hack and slash where the player is a supernatural entity who will have to make his way through the enemies in order to save the village that summoned him.


"This game was made in 1 month".



Memory of a Murder

Memory of a Murder is a first-person walking simulator where players relive moments before a murder.


"This game was made in 2 weeks".



40 Days

40 Days is a platform game where players have the opportunity to experience war from a child's point of view.

"This game was made in 2 months".



Step Away

Step Away is a narrative game that aims to represent video game addiction by taking the concept to an extreme.


"This game was made in 2 weeks".


Award winner
Team Spirit GGJ 2020

Lost Frequencies

Game of the global Game Jam 2020 developed in 48 hours.

"This game was made in 48 hours".



Shades

Shades is a three-dimensional game in which players have to solve puzzles using shades of colors.


"This game was made in 3 weeks".


About Me

I am Pierfrancesco Catalano, a 25-year-old Game Designer currently working at ProudTurkeys.
Over the past year, my role has encompassed a wide array of Game Design tasks: organizing documents, creating tasks, devising mechanics, crafting level designs, and prototyping.
Before that, I worked for over a year at Kool Games as a Game Designer, creating games like Hyper Casual and Idle Arcade, always aiming to impress publishers and improve game metrics.For the past three years, I've also freelanced, publishing "WordWar" on Steam and now focusing on projects like "Moon," particularly in aspects like level design, cameras, and story writing. My passion for video games and cinema, rooted since childhood, has led me to believe in their complementary nature, transcending each other's limitations.Enrolling in TheSign Academy in Florence was a key step. Graduating with honors in Game Design allowed me to embark on what I love: creating immersive gaming experiences.

Studies


Economic Videogame System

The purpose of this study is to examine the economic structure of PC and Phone video games, to find the most suitable economic model for the Word War game.


Level Design Pattern Analysis

The genre "Classic Fps" or on tracks is divided into various areas, many of which are the same or similar to some present in the "Fps Open World" but these two genres differ in various aspects.

Contacs