About
Welcome, stranger.
I’m glad you decided to visit this section. I’m Alessandro, but friends call me Pes — a nickname that dates back to elementary school.
I’ve played videogames since I was three. My childhood game is MediEvil — both of them, actually. I’ve always played, and I’ve always been invested in how incredible a videogame experience can be.
The ending of my favourite game, Final Fantasy VII: Crisis Core, is the perfect example. When the DMW slot machine turns blank, it releases the memories of the dying protagonist — the essence of Zack, leaving this world. But one memory sticks to him and keeps him alive until his last breath: love.
That experience is the reason I decided to become part of the games industry. My goal is to give others experiences like the one I lived back then, in intensity and in value.
“(UX) includes the totality of what is experienced as players perceive the system image, interact with it, think about it and admire its visual and audio aesthetics, as well as how they engage cognitively and emotionally with the game, their motivation to keep playing, and how players remember their experience afterward.”
I’ll bother you no more with why I want to become a cog in the giant engine known as the games industry, and introduce myself as the person I am.
I was born in ’96 and went to a classical high school. I started working at 19 as a bakery delivery driver, then became a QA at Whirlpool — an experience I still remember with gratitude. After that I worked as a waiter, where I learnt discipline, the importance of cooperation and care for people. (I prefer to call my customers the people they are.)
Then it was time for my first step towards my dream of designing games: I started as a Salesforce Developer & Analyst, learning coding logic and flows. After my first year as a developer, it was time to learn how people think — because every game, of every kind, has a person who will experience it, one way or another. If you understand how people think, you can craft and shape better games.
So I made what has been, so far, the best choice of my life: a bachelor’s in Psychology. For three years I worked full time alongside my studies, and graduated at the first possible date, in July 2025. After that, I was finally ready to specialise in what I’d been aiming for since I was a teenager: becoming a Game Designer.

How I work
01
UX is the whole experience, not the interface
Player experience is everything perceived while interacting with a system — the interface, but also the thinking, the feeling, and what a player remembers afterward. Design the memory, not just the screen.
02
Understand how people think first
A psychology background isn’t decoration on a design CV — it’s the reason a system reads as fair, a tutorial teaches without a word of text, and a player keeps going back.
03
Watch, don’t ask
Players are unreliable narrators of their own experience. What they do in a session is worth more than what they say about it afterwards.
Background
- 06/2026 — now
LQA Tester · Side
Freelance. Italian QA of in-game text and UI: readability, context, defect logging.
- 10/2025 — 07/2027
Game Design, UX/UI & Level Design · Digital Bros Game Academy
Milan. Team projects include When Stars Speak and Hocus Potion.
- 11/2021 — 11/2025
Technical Analyst & Developer · XCC Experience Cloud Consulting
Milan. Functional analysis, development, usability testing, user journey design.
- 10/2022 — 07/2025
BSc Psychology · Sigmund Freud University
Milan. Thesis on Flow in video games (PRISMA review), graded 1, the highest. Final grade 1.76 (1 = highest).
- 11/2017 — 12/2020
Event Coordinator & Staff Supervisor · Spitz
Varese.
- 10/2015 — 12/2016
Quality Assurance & Factory Worker · Whirlpool
Biandronno.
Toolbox
- Unity
- Unreal Engine 5
- C#
- Photon Quantum
- Git & GitHub
- Figma
- FigJam
- Photoshop
- Illustrator
- Notion
Languages
- Italian — native
- English — C1 (Cambridge CAE)
- German — elementary
- Chinese — HSK 1
Certifications
See all 11 →