GAME DEVELOPMENT


When I became part of the Milestone team, the studio was facing stagnation and challenges that had persisted for years. As manager of Leader Group, I took on the task of revitalizing the studio and paving the way for a fresh start. The revival of studio's legacy commenced with the SBK license. We embarked on an ambitious venture to release SBK07, which laid the foundation for the studio's resurgence. The passion and dedication of the team shone through in this project, and it sparked newfound hope for the studio's future.With the success of SBK07, we set our sights on the future and embarked on the development of SBK08. This ambitious endeavor challenged us to push boundaries of racing games, and we rose to the occasion, delivering a game that left a lasting impression on both players and the industry. As studio's revival gained momentum, I actively participated in the pivotal meetings that laid out the long-term strategy for the studio. Greenlighting new projects, we envisioned a future of innovation, creativity, and growth. This strategic planning allowed us to consolidate our portfolio and position the studio as a top class racing game developer in the gaming world.

Throughout my time at Milestone, I encountered a myriad of challenges that molded me as a developer. Collaborating with talented minds, witnessing the birth of extraordinary projects, and embracing the dynamic nature of the industry taught me invaluable lessons that I carry with me to this day.

In 2010 I have joined Forge 11, a small indie crew willing to develop a groundbreaking new tech. I rebuilt the whole structure and managed it adding a small publishing label on top of the studio. Big publishers were eager to join the mobile market at time following the boom of the Apple Store and I thought it would have been great to have a portfolio of in-house products and third party games ready to be bought. Six months after my joining, I led the due diligence process that brough Reply to buy the company and all its assets. The studio became Forge Reply in January 2011. I have built the masterplan of the newco, setting-up the entire games portfolio on PC and mobile, planning and overseeing the whole production process, budgeting and marketing goals. I have personally hired the key people still managing the studio today [renamed Reply Game Studios]. Also, I have been the one behind Lone Wolf licensing deal.

In 2013 I have co-founded Storm in a Teacup and in just six months since its inception, our studio achieved an incredible milestone by signing an exclusive deal with Microsoft, marking one of the first ID@Xbox deals worldwide to bring our debut game, NERO, to the Xbox One platform. The journey didn't stop there, as NERO went on to become an award-winning game and gained international recognition, marking a turning point for Italian game development.. NERO's potential was evident as it took the spotlight at E3 2014, being the only game from the ID@Xbox lineup presented behind closed doors. NERO was the first Italian game to feature on IGN [global], garnering an exclusive unveiling on the influential gaming platform. EDGE magazine, joined in the acclaim, further solidifying NERO's status as a game to watch. The company earned recognition as one of the Top 100 European new studios to look for by Develop Magazine, celebrating our contributions to the vibrant gaming landscape. NERO was released to critical acclaim, capturing the hearts of players and critics alike. The game's emotional storytelling, captivating visuals, and gameplay earned it the prestigious Italian Game of the Year award in 2015, affirming our studio's place among the industry's best. This has been my second Italian GOTY after Joe Dever's Lone Wolf back in 2013

Two years later, I have sold my shares of the company to start Gamera Interactive with my family. 



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