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Game Designer & UX/UI Designer — Portfolio

Systems that
teach themselves.

I’m Alessandro — a game and UX/UI designer. I work on the part of a game where a rule becomes a decision, and a decision becomes something the player can see on screen.

Open to new projects

Selected work

Things I’ve built

What I do

Design, then proof

A spec is a hypothesis. It isn’t a design until someone has played it and the numbers agree.

  • 01

    Systems & Combat Design

    Economies, progression curves, enemy kits and encounter logic — specced, tuned in spreadsheets, then proven in a build.

  • 02

    Game UX & Interface

    HUDs, inventories, menus and onboarding flows designed around what the player needs to decide next, not around what the data model looks like.

  • 03

    Prototyping

    Playable answers to design questions in days, built in Unity — fast enough to be wrong cheaply and iterate.

  • 04

    Playtesting & Research

    Structured sessions, observed behaviour over stated preference, and findings written up as changes a team can actually ship.

Contact

Got a game that needs its systems sharpened — or its interface untangled?