About

I am a Game Designer with a strong technical background and a passion for crafting game systems and content to deliver memorable gaming experiences. I have experience developing games and playables for a big range of genres for mobile and PC using Unity and Phaser.js.

In my most recent project, Numbers Cake Shop (still a provisional title!) I am sparking children’s imagination and creativity as part of a three-person team.

During my time at Vungle I have worked for big titles from companies like King, Rovio, Peak, Bitmango and Playrix, among others, producing playables that have been top-performing in the network for months.

I also lead the Playable team at Vungle Creative Labs.

Work

Numbers Cake Shop (2019)


This game is now in Closed Beta.

What I did: Built an educational game on a three-person team, focused on generating an environment in which children can learn early maths by accident. Designed, developed and tuned core game systems, designed all levels in Beta release, created UI assets and drove world building.

Platforms: Android | iOS

Team size: 3 (two artists and myself)

Project length: 2 months (on-going)

Engine and tools: Unity, Adobe Suite, Google Docs

Responsibilities: Level Design, Systems Design, Scripting, UI/UX Design, Technical Design, Economy Balancing, Sound Design


Vungle (2016 - present)


What I am doing: Designing and developing a big range of playables for multiple mobile titles covering a bit set of genres. Leading and art directing Vungle's Playable team to ensure that our playable experiences connect with users by surprising and challenging them.

Platforms: Android | iOS | Windows

Engine and tools: Phaser.JS, HTML/CSS, Adobe Suite, Google Docs

Responsibilities: Systems Design, Level Design, UI/UX Design, Scripting, Interaction Design


Agent Patissier (2018)


What I did: Built a stealth + cooking game in 48 hours for the Ludum Dare #41 Compo (individual entry). Created and developed core game mechanics merging stealth and cooking sim concepts, crafted 10 different levels/stages and produced all art and sound assets.

Theme: Choose two incompatible genres

Compo Outcome: #135 Overall Score (from a total of +1100 Compo entries)

Platforms: Web | Mac | Windows | Linux

Team size: 1

Project length: 48 hours

Engine and tools: Unity, Aseprite, Adobe Suite

Responsibilities: Level Design, Systems Design, Scripting, UI/UX Design, Technical Design, Pixel Art Creation


Honeymoon (2016)


What I did: Designed, wrote and developed a 2D dating simulator game conceived to increase awareness around teen dating violence, and help teens, tweens and young adults to identify and avoid abusive relationships. The game was presented to the Life.Love. Game Challenge (Jennifer Ann's Group) and was awarded 3rd prize.

Platforms: Web | Android | iOS

Team size: 1

Project length: 7-8 weeks

Engine and tools: Unity, proprietary dialogue scripting system, Adobe Suite, Google Docs

Responsibilities: Game Writing, Scripting, Game Art, UI/UX Design


This Dungeon is Alive (2016)


What I did: Built a 3D first-person short game in 48 hours for the Ludum Dare #35 Compo (individual entry). Designed and developed the whole piece, tuned core dungeon shape-shifting mechanic and crafted all art and sound assets.

Theme: Shapeshifting

Compo Outcome: #20 in Mood, #147 Overall (from a total of +1100 Compo entries, +2700 overall)

Platforms: Android | iOS

Team size: 1

Project length: 48 hours

Engine and tools: Unity, 3DS Max, Photoshop, Illustrator, Audacity

Responsibilities: Scripting, Level Design, 3D Game Artist, Sound Designer


Akamon + Ash Gaming (2014 - 2016)


What I did: Designed, balanced and fine tuned core game mechanics and systems for a big variety of games for mobile devices, Facebook and physical arcade machines.

Studios: Akamon Entertainment Millenium and Ash Gaming (Playtech)

Platforms: Mobile | Web | Retail (physical machines)

Engine and tools: Proprietary software, Flash (Facebook games), WebGL, Microsoft Excel, Visio and Word for documentation

Responsibilities: Game Balancing, Systems Design, Economy Balancing, Simulation


Glioblastoma (2016)


What I did: Built a short scientific awareness game in collaboration with a biomedicine researcher from the Esther Koplovich's Research Center. Designed game storytelling following my partner's scientific briefs. Developed the entire 3D experience, produced 3D assets and video animations.

Platforms: Windows | Mac | Linux

Team size: 2 (myself and a biomedicine researcher)

Project length: 7-8 weeks

Engine and tools: Unity, 3DS Max, Photoshop, Illustrator, Audacity

Responsibilities: Scripting, Animation, 3D asset design, UI/UX Design


Ragnarök (2016)


What I did: Designed and balanced a commissioned 2 player card battle game with customisable decks where players take the role of a viking king and have to defeat the enemy.

Platforms: PC

Project length: 4 months

Engine and tools: Excel, NanDeck (http://www.nand.it/nandeck/), Paper prototyping

Responsibilities: Game Balancing, Systems Design, Economy Balancing, Simulation


Tartarus (2016)


What I did: Built a short experimental game prototype that tested a noun-element based spell casting mechanic (Ars Magica, Magicka inspired) in a procedurally generated three-layered world (ground, underwater, underground/caves).

Platforms: PC (Windows)

Team size: 1

Project length: 6 months

Engine and tools: IntelliJ, LibgGDX (Java game development framework)

Responsibilities: Designing and scripting


MIW MIW (2014)


What I did: Designed and created a new tangible interaction model using gesture based interaction and Internet of Things to improve the dialogue between humans and everyday objects.

Project length: 1 year

Engine and tools: Teensy 3.0, Teensyduino, Hardware building

Responsibilities:Interaction Design, Hardware Design, UI/UX Design