
Hi, I'm Alberto
Game Designer focused on gameplay systems and player-driven mechanics.
I enjoy designing experiences where players learn, experiment, and master mechanics through interaction rather than instruction.
My work explores how gameplay systems, level design, and player agency can shape meaningful player experiences.
Featured Project
A physics-driven puzzle platformer where spirits can be infused into rocks to create throwable puzzle tools.
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​Designed the core throwing mechanic.
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World building, level and system design.
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Led a 17-person multidisciplinary team.
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Iterated through multiple playtesting sessions.
My Contributions:
Design Goal: Create a relaxing but rewarding puzzle experience.
Main Challenge: Creating puzzles that encourage experimentation while preventing players from getting stuck.
Solution: Designed levels around controlled experimentation spaces, allowing players to test mechanics safely while gradually introducing more complex puzzle interactions.
Other Projects
A fast-paced FPS designed to reward aggressive movement.
Design Goal: Create a game where players take the initiative and play very aggressively.
Main Challenge: Incentivize proactive actions rather than passive gameplay spent behind cover.
Solution: Tuning the level design and all system to reward mobility and aggressiveness: high melee damage, weapon damage drop-off, lower enemy accuracy during movement.
Key Design Work:
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Designed enemy behavior and combat tuning to reward constant player movement and aggressive positioning.
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Built arena layouts that encourage flanking and close-range encounters, discouraging passive cover-based play.
A tower defense where everything that shoots is also moving on rails.
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​Designed the turret, resource and enemy systems.
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Led a 16-person multidisciplinary team.
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Iterated through multiple playtesting sessions.
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Helped with balancing waves and animated the insects in-engine.
My Contributions:
Design Goal: Looking for originality in the genre by making every turret a moving object.
Main Challenge: Balancing various systems (enemy stats, turrets, resources available, level design) to ensure the player must meaningfully interact with them.
Solution: A lot of playtesting and fine-tuning, along with giving players a specific number and type of turrets per round instead of a generic resource.
First-person narrative experience exploring gender perspectives.
Key Design Work:
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Wrote the characters, the story and the dialogue.
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Implemented a dialogue and interaction system.
Design Goal: Create an emergent narrative that subtly subverts the typical toxic power dynamic that can happen when women have to deal with unwanted sexual attention.
Main Challenge: Writing compelling and believable characters within a story told only by dialogue and monologues, with no narrator.
Solution: Feedback sessions with seniors and professors after every iteration of the story and dialogue, learning best practices and fully fleshing out the characters.
A platformer where dying is part of solving the level.
Design Goal: Create a platformer where planning is as important as execution, through a core mechanic where dying and "failing" are a necessary step.
Main Challenge: Designing a level that was hard and "unfair" enough to force the player to engage with the core mechanic, but not so hard to read or frustrating.
Solution: Iterative level design and clear feedback to let the player know what went wrong.
Key Design Work:
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Designed and implemented the mechanic of the ghosts and specified all possible interactions.
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Iterated on a level design suited for the ghost mechanic.
Digit Duel - System Design | Developer
A bullet-hell where you type commands by emulating a Nokia 3310-style keyboard.
Unity - Visual Scripting
Team Size: 2
Key Design Work:
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Co-designed the core mechanic and concept of the game.
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Designed and implemented all systems: typing, health, progression, etc.
Design Goal: Take on a limitation, such as developing a game for Nokia 3310, and make it a strength instead.
Main Challenge: Making the typing system clear and responsive.
Solution: A lot of inspiration from the actual Nokia 3310 UI/UX solutions in order to provide ample feedback on the state of the system.
Skills
GAMEPLAY DESIGN
MECHANICS | PLAYER FLOW
FEEDBACK LOOPS

PROTOTYPING
UNITY | UNREAL ENGINE
VISUAL SCRIPTING

LEVEL DESIGN
PUZZLE DESIGN | FPS SPACES
NARRATIVE ENVIRONMENTS

PROJECT MANAGEMENT
COMMUNICATION | DOCUMENTATION
ITERATIVE DEVELOPMENT
Design Approach
I approach game design by focusing on how players interact with systems rather than how mechanics work in isolation.
My process usually involves:
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Defining the player experience first.
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Building simple prototypes early.
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Refining mechanics through playtesting and iteration.

More About Me
I started playing videogames at a young age, and they quickly became one of my main creative interests.​
​During my studies I discovered that what fascinated me most was how games are designed, and how small design decisions can shape the player experience.​
​This led me to pursue a degree in Game Design, where I developed a strong interest in gameplay systems, level design, and player-driven mechanics.​
​I enjoy working at the intersection between design and technical implementation, using tools like Unity and Unreal Engine to prototype and iterate on gameplay ideas.​
​​I’m currently looking for an opportunity to join a development team where I can learn from experienced designers while contributing my own ideas and design thinking.
