Writing
Books, interviews, talks and perspectives on game UX, user research, creative direction and the people who make games.



The Dopamine Studio
A guide to directing games through the ADHD lens
How I structure projects, find motivation and move from concept to execution in a process full of ups and downs. A book about directing, storytelling and making creative decisions in a way that works with your mind instead of against it.
Interviews and talks
Conversations about game UX, research and directing, from newsletters to an academic paper.

Quest for UX: a two-part interview
A long conversation about how I got into game UX, what shipping games has taught me and what the discipline still needs.

Designing Photo Mode for Mafia: The Old Country
How a photography minigame grew into a full Photo Mode, and why it had to feel native on every platform.

Best practices, challenges and trends in games user research
A Game Access roundtable with researchers and designers from across the industry, published as an academic paper.

Directing the Hatchyverse
How I kept a fast-growing, community-built IP coherent, and the character I added to its canon.

The creative side of making games
A short video talk, in Italian, on what game designers do and how creative decisions shape a game.
Perspectives
Shorter pieces on building worlds, teams and a healthy creative life.

Building the Hatchyverse
Why I stepped up from UX Director to Creative Director of a community-owned IP.

Meet the Argonauts
A studio feature on the distributed team behind Fishing Masters, where I was Creative Director.

Dare to explore
Why I joined a brand-new studio with no games to show, and why we killed our first prototype.
Let's build a better player experience.
Whether you need fresh eyes on your onboarding, a partner through your next milestone or someone to lead UX and creative direction, I'd love to hear about your game.