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
Your move.
Selected work
Things I’ve built
- 01
Gig Crawler
A co-op dungeon crawler where every run is a contract, built on deterministic netcode.
2026 - 02
When Stars Speak
UX review of a first-person job sim where you read strangers' futures in the sky.
2025 - 03
Veshike
A memory game built around the Namahage legend — hunt down the village's lazy people.
2026
Nothing filed under that discipline yet.
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