Writing and Editing | Character Design | Documentation and Pitching | Voice-Over Direction | Social Media Management
"Time here was eaten in the looping vortex of Her circle. Circle like a hamster wheel, where we’re still running. In this sense, we’re all fleeing death to die over and over again… wishing for the next time to be better. Will you break us? Or will you break us all free?"
IMPERFECTION is a story-driven survival FPS, set in a retro-futuristic, godlike spaceship. You play as Owner, bound to Osiris, his Ship, with his own blood. As She is threatened by a mysterious entity, his quest to destroy it becomes his own test.
One resource to manage and transform. A ship to satisfy and adapt to (or against). A past to uncover. A world that speaks to you... and calls you "child."
Connect lore to gameplay.
Design the characters, providing feedback to the concept artist.
Brainstorm on game design with the game designer.
Pitch to publishers and narrative-related documentation.
Contribute in the decision-making process and project management, regardless of their connection to narrative.
Act like the bridge between digital marketing and the team, occasionally covering the role of social media manager.
After pitching the game at the First Playable 2022 and First Playable 2024, I actively took part in the follow-ups and design-related decisions based on the game's reception. After the showcase to the public at the Milan Games Week 2024 and 2025, I've been documenting their feedback, including instinctive reactions, taking notes on the player's behaviour.
I've been working constantly with the game designer to improve the consistency of Imperfection. The results were highlighted on Final Round and Critical Glitch.
I've been optimizing the narrative pipeline to fit in the team's development process. Being an ambitious project waiting for funding and developed by a small, fully remote team, this involves a lot of trial-and-error and engagement regardless of the roles.
I completed the cast design based on the actors' styles and strengths to optimise time and resources: they have their artistic freedom, while also being provided guidance within a reasonable time span. You can read more here.
How to support different people from different sectors.
How to co-manage a small indie studio.
To reflect on the narrative pacing: from highly contemplative and explorative, to a dynamic FPS with strategic elements.
To align development and marketing necessities.
"The Kingdom could not even dream of reaching heights so close to God’s own reign! How would they know how to connect with godhood? They are no Saints."
In Edelweiss Knights, Edel, Aliza and Violet, a trio of Saints, are sent by their Bishopric to capture Deities, confronting supernatural forces and their inner wars.
Researched on symbolism to better represent the characters.
Advice on the content and implementation of the dialogues in the game.
Gave distinctive styles to each character's speech.
Presented the narrative of the game at the Checkpoint Conference on 28th of November 2024.
The dialogues progress in the intensity: from the introductory dialogues to the pressing doubts on faith the Saints struggle with.
The dialogues are divided in different auto-conclusive parts, the theme is maintained as the connecting thread: the player doesn't feel disoriented while reading them regardless of the order they read them in.
Based on the lore, research, and synopsis, each character was designed and fully developed based on their corresponding archetype and the essential style of the game (no cutscenes, complex animations, or fights between the Saints).
For the conference, I suggested how to organise a comprehensive illustration of the process, aligned with the organizers' requests. I used a Milanote Board to collect all information, deadlines and brainstorming results, highlighting the keywords to use in the script.
There are many ways to tell a story about spirituality and religion, through different characters and their sense of duty
You can have a complex, mature, and layered writing style in a game with essential, retro-gaming aesthetics and tools: this contrast will be engaging for the player who experiences both and seeks deeper meaning.
"We don’t need to keep our feelings for ourselves, the Moon should teach us this much. This makes it all possible, together."
In MoonXrossed Princess, a young princess travels across her kingdom to learn more about her people, as an impending apocalypse is destined to end all.
Work on three main dialogue and character development branches leading to three different endings.
Design quests according to the game pillars: music, friendship, time loops, depression, and nostalgia.
I've given a distinctive voice to each player-character's attitude in order to clearly orient the player and enhance their sense of agency.
I connected the three main behaviours to three endings:
the bad ending (that is connected to the negative and selfish choices);
the good ending (reflecting a more stoic and reflective view of the end of the world);
the perfect ending (going way beyond just fighting the threat, but understanding the villain on an emotional level).
Started the quests from simple tasks, such as delivering food or checking on a pet, to a growing climax and variety of actions, giving the player the chance to build the main character’s personality.
The basis of branching narrative: how it can be incredibly fulfilling for the writer as for the player, but it has to be contextualised so that the consequences are always visible to the player.
To avoid overscope, especially when branching's involved.
This was my first commitment to narrative writing and design. I learned how much I enjoy it, how hard it can be, and how amazing it can feel.