Index
Here's the index of all the games on this page, for the ones who don't like to scroll.
UFHO2 and UFHO: Space Academy
Puzzle games
I have begun development on the sequel of UFHO at the beginning of 2010. After the good response of the first, I wanted to create a bigger and better sequel. I formed the Tiny Colossus team, but to keep things manageable I broke the game into two parts.
The first, UFHO: Space Academy will be a single-player experience and will serve as a big tutorial for UFHO2. Space Academy is due this summer.
The second part, UFHO2, is bound to be a multiplayer game with social features targeted for networks sucha as Facebook and Myspace.
A version for the iPad (not programmed by me) is also in the plans, and development will start in September.
My role: Game designer, programmer and artist.
- Worked on the design
- Created the in-game graphics
- Programmed the game in AS3, with a semi-intelligent AI for playing solo
- Edited the presentation trailers
Others:
I'm working tightly with a composer named
Francesco D'Andrea, which is creating all of the musics and SFXs for the game. His music can be already heard in the trailers below.
UFHO2 and Space Academy in images:

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Ticketless
Web game
Ticketless is a small running game made with the Flixel framework, destined to Flash portals. The game will be playable in some time, once the sponsor approved the modifications asked.
My role: Pixel artist and programmer.
- Designed graphics
- Created animations and sprite sheets
- Programmed the game
Others:
Composer Francesco D'Andrea created the theme for the game, a funky bit piece that can be heard on
his portfolio.
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UFHO
Unidentified Flying Hexagonal Object
UFHO is a unique turn-based multiplayer puzzle game that blends an original concept with addicting game mechanics and a bit of strategy. The goal is very simple: move around the maze and take as many gems as you can. The first to get 11 wins the match.
The rules are that you can move from room to room only if the respective doors are aligned, and to match doors you have to rotate the rooms. Of course it’s not that simple, because players must not only race for the gems like crazy, but they must counter every move of the other player.
In the struggle for a gem, if you’re too far you should always spend some moves to slow down the opponent, and some to move yourself. This way you can achieve big turn-arounds... and the results are really surprising in terms of strategy!
The rules may seem complex but they're really simple, actually. Whatch the video below to see them in action.
My role: Game designer, programmer.
- Prototyped gameplay on paper
- Programmed the game in Flash AS 2.0 and the multiplayer interaction with Smartfox Server, and made the community website
- Created the graphics for the lobby and some minor graphics for the game and site
- Helped in the launch of the game (making graphics for the UFO sightings joke on Youtube) and in mantaining the community
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Lost Boys
Cortex Command mod
A small graphical mod for the incredible game Cortex Command by Data Realms.
My role: Pixel artist.
- Designed graphics
- Tweaked the .ini files to create the custom actors
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Fly! Clyde!
White Cloud's Chronicles
Fly! Clyde! is a vertical shooter for the iPhone/iPod Touch. It's selling points are a wacky story and refined graphics.
It uses a blend of 2D backgrounds and 3D models. The 2D backgrounds are tiles that can be combined to obtain a lot of different maps. In fact the project also includes a level editor for the users, who can create maps and share them on the community. The maps can then be downloaded from the iPhone, and played.
Fly! Clyde! is still in development and has not yet been released on the App Store.
My role: Game designer and artist.
- Designed the game
- Provided the detail of the levels and their collocation in the story, also detailed the enemies in-game and their characteristics
- Modeled vehicles in low poly 3D, painted textures, and painted modular tiles for the game's 2D scrolling terrain. I also created related graphics like the game's logo and our group's logo
- Mantained the development blog and its graphical aspects
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Ship Ahoy!!
Wii Flash
Ship Ahoy!! is an game to be played on the Wii browser. Is is tailored for the Wii controls and uses the tilt and buttons of the Wii remote. It's a one-on-one battle between two ships, and it could be played by two players on the same screen (with two Wii remotes).
The players point at the screen with the remote, fire with - and + (depending on the flank) and steer by twisting the wiimote. They can distribute their sailors on three tasks with the D-pad: down for the cannons (improved fire rate), left for the sails (improved speed and steering), right for repairs (improved repair rate). The game also featured wind, so players who go against the wind slow down or can't move at all.
It has been featured on the Wiicade games site in the top games, then after their loss of data I never uploaded it again. It was a funny experiment but in the end I was really bothered by the Wii browser's technical limitations, and the lack of a player that goes beyond version 7.
My role: It was a solo project.
Ship Ahoy!! downloads:

You can download the source code for Ship Ahoy!! to see how I did implement the Wiicade APIs.
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Road to 2089
Thesis project
Road to 2089 is a CMS about environment. It was conceived to be a companion for the short movie
2089: Hydroage, to raise awareness on the race for energy by the human beings.
In the game, the player is called to create cities and to provide them with energy. There's an array of different power sources, each one with its pros and cons.
My role: Game designer and artist.
- Worked on the initial design
- Created all the graphics in-game, from the tiles to the menus
- Edited the presentation trailer
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Minor games
Or demos, or such
Sometimes they just don't deserve the limelight.
Downloads:
Download Efface (in desktop version) and Pizza Napule Paisà. Rollover to see the name of the downloads. (They require zip to open and a Flash player to be played)
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