Game & UX/UI Designer.
I am a game and UX/UI designer with more than 5 years of experience and a background in computer science. During my career, I have worked as a gameplay designer, UI/UX designer and level designer. I am passionate about video games, virtual reality and technology.
VRider SBK porting is an officially licensed SBK arcade-sim game released on PlayStation VR and PS VR (Steam). I worked on porting the game to bring a more realistic and high-quality experience to PlayStation VR and PC VR. I worked on the PlayStation design side of TRC and adapting the game settings based on the proposed graphical improvements.
In order to be published on PlayStation, the game must pass all mandatory TRCs.
I created a game testing pipeline to verify that all design features mentioned in the TRC are successfully completed. These choices must also reflect additions that aim to improve the quality of the game in terms of design.
VRider SBK is an officially licensed SBK arcade-sim game released on Meta Quest. I worked on the design of the game working on the tutorial, input system, motion sickness prevention system, reputation and player level management, AI tuning, circuit level design and UX/UI design.
Create a menu system suitable for the VR experience and a HUD system to be displayed in first person on a moving vehicle.
I worked on the design of the menu flow and in-game interfaces. As for the menus, I designed a system with a central panel (where the main interactions are displayed) and two panels slightly tilted toward the user that appear as needed and are used to show additional information or display contextual buttons depending on where you are in the menu. As for the HUD, it has been positioned above the motorcycle dashboard (so that it is always visible but does not interfere with the player's view) and has been designed to be modular depending on the player's needs and game modes.
Create a tutorial for a game with complex and unusual mechanics in VR.
I designed the tutorial in two stages: the first stage takes place in the pit lane and demonstrates all the basic mechanics, requiring the user to complete tests to verify their understanding of the basic interactions. The second stage takes place on the track, offering different sections of the track with increasing difficulty so that the mechanics learned in the first stage can be applied.
Being a VR racing game, motion sickness is easily verifiable in the player.
I designed this system considering both prevention outside the game, giving players advice on how to position themselves and how to arrange the room during the tutorial, and systems that actually reduce motion sickness: vignetting, helmet, reducing brightness, reducing headshake, and other measures in line with current research on motion sickness in video games.
Tuning the AI parameters was tedious and slow.
I designed and implemented a system on Unity that uses genetic algorithms to find the best parameters for the artificial intelligence algorithm of the game's opponents. This system reduced parameter tuning from one month per track to about three days.
Manage player progression by considering both their skills and their respect for other players in multiplayer mode.
I implemented a system with Python to manage experience points and the formulas that assign them. In addition, this system retrieves player data so that evaluations can be made based on player analytics in order to adjust point allocation and difficulty balancing.
I worked on the track design, specifically focusing on how the materials should slow down or modify the drivers' performance, adjusting the penalty zones, managing the splines, managing the cameras on the track, and adding scenic elements.
The Legend Of Furiax is a vertical scrolling shoot 'em up card game developed for Zoppel, a company that combines the world of its comics with video games and NFTs. Although only a vertical slice has been released for this game, I coordinated a small design team and worked on all aspects of the game: gameplay design, combat design, UX/UI design, level design, and monetization design.
Create an agile combat system that progresses as the game advances and the player upgrades.
I designed a queue-based enemy generation system. Each level is represented by a list of events (enemies, traps, junctions, secret rooms) that follow one after the other. Each item on the list controls the possibility of entering the field (if there is enough space, if there are other items with which it cannot be spawned). Given a list of the composition of a level, its statistics increase depending on the level in the game you are at. Thanks to some tools I developed, it is possible to calculate the difficulty of the level in relation to the player's equipment and consequently balance the level by modifying the elements of the list.
Designing NFT cards that contain a lot of information and visuals and that affect gameplay.
Designing these cards was a fundamental part of this project: all the rest of the design, marketing, and ecosystem of the narrative universe is based on it. The most difficult challenge was to incorporate many different visual characteristics in order to have cards that were simple to make but sufficiently different from each other. The rarity of a card increases depending on its components. The rarer a card is, the more components it can have. The components are, for example, the artwork, style, background, type of holography, and so on. In this way, the differentiation between the various cards is easy to achieve, and the chosen features give value and physicality to the cards produced.
Designing a monetization system that also included NFTs.
The monetization design for this game was complex to implement due to the presence of NFTs and the cryptocurrency used to purchase them. Together with the development team, we designed a hybrid system that allowed players to go through the main mobile device store before purchasing game resources linked to NFTs. In general, the monetization system was designed to be of interest to the player and keep them engaged.
WORK IN PROGRESS - CartArcana is a roguelite deckbuilder game with turn-based combat and a phase dedicated to managing the shop with cards and items obtained during the dungeon exploration phase. This game is a personal project that I am working on myself, taking care of the design, development, and art aspects.
Creating a video game and taking care of all aspects of it.
The idea to work on this project came about when I was thinking about my weak point in video game development: drawing. For this reason, I built a very simple artistic pipeline that uses the tools I know well (Figma and Photoshop) to create modular and easily producible assets.
I worked on the design of Amplifon's back office UI. The back office includes a series of pages that employees use to search for and consult the brand's products.
Designing the mobile back office version.
After working on improving the UI and UX of the PC web version, I had to adapt the back office to a mobile view. The problem was that, with so much information to display about the products, the mobile view was difficult to read. I worked on the entire design of the mobile site, simplifying interactions and making them very clear. I redesigned the product cards, making them much more readable and easier to view on mobile devices.
Codename: ResUs is a mobile game released on the Play Store and Apple Store that challenges players to mini-games representing the steps of cardiopulmonary resuscitation maneuvers on a procedurally generated map once a day. It also features an offline multiplayer mode, so it can be played in all contexts and schools. I worked on all aspects of the game design: gameplay design, UX/UI design, level design, and progression.
Creating a serious game starting from maneuvers that are far from a game.
Starting with resuscitation maneuvers, I studied which of their characteristics could be applied to a video game aimed at middle and high school students (which requires a game that also offers a challenge) and which could compare the results of mini-games and matches played. Deconstructing the maneuvers and finding playful mechanisms was not easy for all the mini-games, but by finding repetitive mechanics, actions that required specific timing, and also playing with the order in which they had to be performed, I achieved a fun result that the kids who played it really enjoyed.
Create a unique daily game that can only be played once.
To create a different and challenging game every day, I developed, prototyped, and implemented the system that manages random generation starting from the seed (today's date). The implemented algorithm allows you to generate the dungeon (choosing from different rooms with different details), the characters to save, the traps, and the objects present and necessary on the map. This, using a custom algorithm that does not depend on the device, allows you to offer the same challenge to all players without the need to be connected.
Create a multiplayer game system that can work offline.
The challenge with this mechanism was to create a way for different kids from different schools to play together without necessarily having an internet connection. The idea was to use a code consisting of about ten characters that would allow them to compete in two ways: in a normal game, by giving the code to the teachers in order to obtain an overall team score, or in marathon mode, which involves passing the code from teammate to teammate after performing a resuscitation. The innovative design choice lies in the code passing mini-game: while one player dictates the code, the other must re-enter it through three different mini-games (one for alphabetical, numerical, and special characters).
Il mondo degli Elli is an educational PC game that offers lessons consisting of mini-games aimed at improving learning difficulties. It was developed in collaboration with Anastasis, working side by side with their psychologists. I worked on all aspects of the game design: gameplay design, UX/UI design, level design.
Designing mini-games with an educational purpose by collaborating with professionals outside the gaming industry.
Having to work with psychologists, finding common ground on the development strategies for the mini-games and the main game hub was the focus of this game's design. In order to communicate effectively with them, I produced mockups of the mini-games and we iterated on each one until we found a compromise between non-frustrating gameplay and the educational purpose of the mini-game. Having to document the specifications of the mini-games to present to the artists and developers also required particular care to avoid misunderstandings between what was decided during the mini-game design phase.
Virtual Visit VR is a customizable editor for VR navigation of 360° videos for brands, with internal customizations of interfaces, menus, and types of experience. This experience was initially designed for Bvlgari Manufacturing Experience and has been adapted for other brands (Lamborghini Vyral and others). For this project, I worked as a UX/UI designer.
Design an intuitive, easily explainable, and motion sickness-free experience for an audience unfamiliar with VR.
For the control design, I worked on making the interactions as easy to understand and intuitive as possible. The left controller has a tablet attached to it that can be touched naturally by poking it with a pen positioned on the right controller. This way, the user does not need to know where the device's buttons are or what they are called. The UI is simple and clean with labels illustrating each type of interaction in the experience.
Dedalus is a game that allows users to select simple mini-games and compete with other athletes in Technogym gyms using simple controls on gym equipment (such as exercise bikes and treadmills) and utilizing player statistics and goals as input. I worked on this project as a gameplay designer and UX/UI designer.
Use Technogym equipment (treadmills and exercise bikes) as input.
To avoid distracting the player/athlete from their training, simple inputs were chosen, such as buttons positioned on the handles of the devices and, above all, the goal that the athlete must maintain during that training session, a value that will influence the loading of power-ups and, if respected, give an advantage to those who perform the exercise correctly.
This is a simple game that allows you to win prizes on the Intesa Sanpaolo mobile app. The game is a more complex version of Mastermind, where colors are used in addition to symbols. For this project, I worked as a game designer and UX/UI designer.
Make the game accessible to blind and colorblind players.
The game was designed to take advantage of the device's helper for the blind people so that anyone can complete it. In addition, colors were chosen from a colorblind-safe color scheme.
Sunday is a first-person narrative puzzle game where you have to solve puzzles to discover the story of the game's protagonist. This project was developed by a small team for a university project and won best game among those presented at the New Game Design competition organized by the university. I worked both as a Unity developer and as a level and gameplay designer.
Sidequest: An Inn's Keeper Story is a game developed for a virtual reality course where the player takes on the role of an innkeeper who forges swords, serves food and drinks, and creates potions at the request of their customers, following a simple story where they must deliver certain special items. The game was developed by a small team. I worked as a Unity developer and level and gameplay designer.
ARNav is a prototype version of Xidera's current Polaris AR, a multi-application system for creating and navigating augmented reality in indoor and outdoor situations. This project was my bachelor's thesis, and I developed three applications in Unity and designed the UX and UI.
I worked as a game designer, UX/UI designer and technical game designer for many of the PC, VR, and mobile video games and application (B2B and B2C) that Funny Tales has produced in recent years in Unity.
Game design specialization.
I worked as a full-stack web developer during my bachelor's studies and then I worked on the UX/UI design and implementation of some AR applications in Unity.
Experience in designing gameplay, game mechanics, and UX, translating creative ideas and visions into coherent, balanced, and engaging game systems, with a focus on pacing and their technical counterparts, and documenting them in appropriate design documents and technical documents. Organization of work through Scrum and other Agile methodologies.