I am a game developer with a specialty in game/level design and a software engineer. I worked on various game projects and workshops both on my own and in a team. On these projects, I covered different roles such as game designer, technical designer, level designer, and programmer.
Thanks to these projects, I have developed technical and design skills from programming and scripting, to using game engines, crafting levels from grey-boxes to finished products, and creating gameplay systems and rules.
In everything I craft, I put particular attention on the players’ learning experience. Great efforts should always be spent towards the development of challenges and moments in which the players can expand their repertoire of skill gradually and fairly.
Another important aspect for me is being able to analyse and precisely discuss games. I firmly believe that language is a powerful tool in this field. Indeed, by using a clear and consistent linguistic framework, you will be able to understand game design for the ultimate purpose of creating better end-user experiences.
I also value the social and cultural aspect of video games. Whenever I can, I try to design games that leave something to the audience: a particular idea, interesting mechanics, a view into deeper themes, and a chance to reflect and improve. The only boundaries are the respect for the product and the players.
I am part of the core team of Design Oriented, a learning community that focuses on game design and related skills. We teach design through communal learning and our proprietary curriculum.
I also produce games under Harbrus Games. I am the only member but I often do collaborations with other developers for producing greater and larger products.