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Introduction


I am Andrea, an Italian professional game, level, and narrative designer, producer, and game design consultant living in Edinburgh (UK). I firmly believe that language is a powerful tool in this field. Indeed, by using a clear and consistent linguistic framework, I refined my understanding of game design for the ultimate purpose of creating better experiences. I have developed a deep understanding of various game genres from classic retro style games to more modern 3D games. My personal favourites are platfomer and puzzle games. I also have a Software Engineering degree, I like writing, cooking, drawing, and travelling. Currently, I am a game designer at Outplay, a freelancer, and consultant in various projects.


Skillset

Design & Production

– Game Direction & Production
– System Design
– 2D/3D Level Design
– Combat/Encounter Design
– Game Balance
– Narrative Design
– Rapid Prototyping (Unity and Paper)
– Documentation
– Team Management
– Project Management (Agile/Scrum)

Programming & Software

– C#
– HTML & CSS
– Unity
– Maya
– Unreal
– Adobe Photoshop
– Version Control, JIRA, Confluence
– Spreadsheet, Google Workspace
– Notion


Recent Projects

Mystery Match Village Gameplay | Android Puzzle Game - YouTube

Mystery Match VillageOutplay Entertainment

Summary: I have been working on Mystery Match Village as a part of the design team. My main duties include making levels for the Match-3 puzzle part of the game as well as documentation, levels review, and balance. I have made ~100 levels so far and still creating them.
Role: Level Designer
Time-frame: January 2021 – Ongoing

Stranded Eternity

Summary: Stranded Eternity is an upcoming 2D twin-stick shooter roguelike game. I covered various duties in the project so far including the design of a boss fight, general feedback to improve the game, equipment (stones), powerups, and scenario challenges (events). The game is in alpha. You can watch a video gameplay at this link (1:41 to see a boss I designed “Killer Rose”).
Role: Game Designer and Consultant
Team Size: TBA
Time-frame: November 2020 – Ongoing

Level Design Dissertation

Summary: This dissertation investigates the effects of design patterns and principles on players’ navigation in 3D action-adventure games. Two levels have been designed for this project to conduct A/B testing on a pool of 20 participants in order to evaluate the efficacy of the design choices and level layout on influencing players’ decisions.
Role: Level Designer, Programmer, and Writer
Team Size: Solo
Time-frame: January 2020 – December 2020

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Unannounced Puzzle GameLucid Labs Ltd

Summary: I worked as a level designer at Lucid Labs for a game in the puzzle genre. I was the only level designer in the team and I have made 74 levels, planned the learning and difficulty curve, given feedback/suggestion on mechanics and rules, and iterated my work based on feedback.
Role: Level Designer
Team Size: TBA
Time-frame: July 2020 – December 2020

Level Design WorkshopDesign Oriented

Summary: The Mario Maker Workshop (MMW) was organized by an online game design school, Design Oriented, that operates as a community. We used Super Mario Maker 2 as a platform to rapidly test and share ideas. During the workshop, I learned more about level design and game design through lessons and by creating levels in respect of Nintendo’s design principles and techniques.
Role: Level Designer
Team Size: Solo and Team Projects
Time-frame: July 2019 – December 2019
Design Process

Cyber Alex

Summary: Cyber Alex is a 2D sci-fi action side-scroller game where you play as an engineer in a world dominated by robots. I created the design and documentation of the game, a boss fight, and 4 levels featuring metroidvania and Megaman influences. I also managed and directed the whole team. We used Unity & C# as technology.
Roles: Leader, Game and Level Designer
Team Size: 4
Time-frame: January 2019 – June 2019
Design Process | Video

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