Games



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.

UI UX


Unikey

UX Research and User-Centered Design Foundations

This phase focused on UX research and user profiling, aimed at understanding the needs, digital confidence, frustrations, and risk exposure of non-technical users.
The goal was to define a clear, accessible, and scalable experience that could adapt to different skill levels, professional contexts, and security awareness needs.
Through user personas, I identified recurring behaviors, main risks, pain points, and learning expectations, helping shape a design approach based on simple language, short sessions, visible feedback, guided flows, and low-friction interaction.


Layout Design, Interaction Flow and Accessibility

Based on the UX research phase, I designed the core gameplay layout, defining spatial hierarchy, reading flow, action distribution, and interaction logic.
The interface was structured around the level context, the action inventory, and the response timeline, with a circular reading flow designed to reduce unnecessary visual jumps and make the interaction more intuitive.
The layout was also built to support different types of threats, feedback systems, and complexity levels while keeping the experience consistent and readable.
Particular attention was given to accessibility, reducing inputs and control complexity through a click-first interaction model that could remain approachable even for users with little familiarity with games.


Infinity Games

Graphic Rework & Clearer Navigation

These screens show the first part of my feature rework for Infinity Games, focused on improving the game’s clarity, readability, and sense of progression.
The redesign starts from the main menu, which was restructured to feel cleaner and more intuitive, and then introduces a visible progression path that helps players understand where they are, what they have completed, and what comes next.
The goal of this rework was to address some of the main UX issues of the original experience: a confusing interface, low completion satisfaction, and a weak sense of progress.


Daily Goals & Pro Mode

This second group of screens explores a Daily Goals system designed to improve retention and give players a stronger reason to return to the game regularly.
To better match the game’s relaxing tone, I introduced a Pro Mode based on limited moves rather than time pressure, turning the challenge into a more thoughtful and satisfying puzzle experience.
The daily flow connects three moments: entry point, challenge, and reward feedback, giving players a clearer loop built around consistency, motivation, and lightweight progression through Light Bulbs.


Growth System, Branched Path & Rewards

This final set of screens expands the experience into a clearer long-term progression loop through a Growth System based on collectible Light Bulbs.
These rewards feed into a Branched Path, giving players visible goals, intermediate bonuses, and long-term incentives that make progression feel more meaningful and motivating.
This structure was also designed to support a deeper reward economy through bonuses, optional boosts, and shop-related incentives, helping connect progression, retention, and monetization in a more coherent way.View prototype


Proud Turkeys

Early Menu, Lobby and Character Selection UX/UI

These screens show early low-fidelity wireframes and mockups created for Abomiracers, a local couch co-op party game for console designed for a shared-screen, social multiplayer experience.My work covered both the UX structure and the early visual direction of the interface, alongside the broader game design of the project. This included menu flow, character selection, local multiplayer join logic, and layout adaptation for up to four players.Because the game was built for a controller-first, shared-screen environment, the main challenge was keeping player states, selections, and join prompts clear, readable, and intuitive for casual users and mixed-skill groups.


Gameplay UX, Arena Readability and Ability Planning

Alongside the menu and lobby flow, I also worked on the gameplay UX of Abomiracers, focusing on arena readability, HUD structure, player identification, and the planning of special abilities.These materials include top-down level design studies, in-game HUD explorations, and storyboard-based ability planning. The goal was to create a form of controlled chaos: a fast and unpredictable shared-screen experience that remained readable over time and rewarded player learning.The arena layouts were explored through paper level design, used to study space, hazards, dynamic zones, pickups, and player flow before implementation. The HUD was designed to make character ownership immediately clear through color-coded outlines and a matching lower-screen interface.Because abilities are tied to collectible limbs scattered across the arena, I also developed storyboards and supporting documentation to define their timing, balancing, intended effect, camera behavior, and overall readability, helping turn raw mechanics into clearer and more satisfying gameplay interactions.

Contacts