JAM & PROTOTYPES
A selection of games experiments, prototypes, game jams, and a lecture.
A selection of games experiments, prototypes, game jams, and a lecture.
MONKEYBALL
Solo project - Unity editor
A small prototypes involving guiding a little blue ball through a couple of levels.
Here I took care of the design analysis, the logic script and the level design. I mostly worked on the 3C as a way to understand and learn better how to use c#.
FOOD & ROOTS
Early 2023
A point-and-click game where you have follow the path traced by traditional dishes around the world and uncover their true origins. The results might surprise you!
Here I managed a small team of copywriters to write all the trivias about the game theme's: national dishes around the world. Also, I designed with the design team a "clues" mechanic to help the players who can't figure out how to progress in the game, it consists of a "gust of wind" vfx which appears and directs the players based on how wrong is their answer.
NO TIME TO DICE
Early 2022
A first-person shooter in which you shoot at dice-enemies to earn upgrades and money. Heavily inspired by Depero Art.
Here I co-designed with the team the core mechanics of this "FPS meets SlotMachine" hybrid. We decided to based our game on headshots and the feeling of achievement. One of the modifier of the Jam was to use the concept of "dice", so we implemented it as everytime you get a headshot you throw a 1d3, and once you obtain three dices you sum them up and win an upgrade.
ALLMOTHER LIGHT
Early 2021
A game about duality and morality. As anonymous priest of a fictitious religion, you join a new community.
On this project, I volonteer to create the fictional world, its 4 characters and the fictional religion. Later, with all the team members, we work as in a writer room to produce all the dialogues.
A WICKED WAY
A short and simple narrative interrogation game created with Twine.
You have been sent to a Roman colony to investigate a miraculous and magical man who has been held in custody for quite some time.
Inspired by my favourite Saramago's book, I decided to adapt it into an interactive breaching game and experiment with the tone of the narrative heavily taking from Disco Elysium. The game ended up being 10 minuts long and with 4 different endings based on the player's choices.
Panelist
IULM University, March 15 2024
At the IULM first In-Game Photography Festival, I presented a talk about Virtual Photography and how to best use it, as a core mechanic. The talk is called "Teaching Through the Lens: Photographic Gameplay as Core Experience".