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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.”

Celia Hodent · The Gamer’s Brain, 2017

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.

Alessandro smiling at sunset, holding an iced drink

Italy · Open to relocation

How I work

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 →

Contact

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