Work Experience



Unikey

As Lead Game Designer, Creative Director, and Project Manager on Cyber Catch, an ongoing Unity serious game for cybersecurity training, I designed realistic scenarios focused on threat recognition and action-based gameplay, supported by immediate feedback and an AI tutor.


"Lead Game Designer and Creative Director at Unikey since August 2025."


PILA

I collaborate with PILA Creative Lab as Game Designer, and Creative Director, leading game design, systems design, narrative development, prototyping, playtesting, and project coordination for physical games. I support projects from concept to production, and we are currently approaching the release of a board game with a publisher.


"I have been working with PILA as Game and Creative Director since November 2024."


Hapu

I previously worked at Hapu, where I managed the Games Department. My role included project management and game design, overseeing documentation, research, task creation, level design and prototyping for casual Android games, with a strong focus on gameplay quality and production workflows.


"I worked at Hapu as a Game Designer from May 2024 to April 2025."



ProudTurkeys

I have been working at ProudTurkeys for over a year as a Lead Designer, overseeing all aspects of Game Design. My responsibilities include organizing documentation, creating tasks, designing gameplay mechanics and levels, and developing prototypes to ensure engaging player experiences.


"I am currently working at ProudTurkeys as a Lead Game Designer since April 2023."



Kool Games

I have been working at Kool Games for over a year as a Lead Designer, managing all facets of Game Design across 50+ projects. My expertise includes UI/UX design, creating tasks, and designing gameplay mechanics and levels. I focus on developing prototypes to ensure engaging and user-friendly experiences for players.


"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


Game Designer with experience across digital and tabletop games, specialized in gameplay and systems design, progression, and player experience. I bring projects from concept to production, combining creative vision, hands-on design, and cross-disciplinary collaboration.At PILA Creative Lab, I worked as Creative Director, Game Designer, and Project Manager, contributing to game design, narrative development, UI/UX, playtesting, and project coordination for physical games.My background includes mobile, PC, and tabletop projects, with solid experience in core loop design, balancing, level design, documentation, and team coordination. I have worked with both Unity and Unreal Engine 5, adapting to different project scopes and production needs.Currently, I am Lead Game Designer and Creative Director at Unikey, contributing to a B2B interactive project through design ownership, creative direction, and close collaboration across teams.

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.

Contacts