SHIPPED WITH · TAUGHT AT · BUILT ON








Shipped titles and prototypes across racing, bullet hell, survival horror and physics-driven action.
My most recent work. Game design for Fronterra, Axon Park's game-native platform of interactive 3D worlds where learning is the byproduct of play. It runs on the same immersive foundation behind the studio's enterprise training, with work reaching institutions like Harvard, Columbia, the University of Michigan and Mount Sinai.




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.
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. The spaces and core loop are designed around a fully diegetic, in-world UI and deliberate resource tension. Developed in an indie studio with support from 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.

My studio home base. A standing collaboration as designer, producer and project manager across PC, console and VR titles, including the Axon Park work delivered through the studio.

Game Designer (via Red Hog)
Game design for immersive learning worlds.

Game Designer · Producer · Project Manager · Lecturer
Game design, production and project management across studio titles.
Game & Level Designer
Game and level design.
Multi-year teaching across game design programs, from primary and secondary schools to postgraduate masterclasses and teacher training, all registered with Italy's national education platform.
Postgraduate masterclasses


Teacher professional formation




Schools



Game and level designer based in Italy, working across racing, bullet hell, survival horror and physics-driven action. Shipped on Steam and itch, with multi-year teaching experience across game design programs and a background spanning design, production and project management. Available for freelance and contract work, invoicing internationally, in English and Italian.