I’m a game director, producer, and curator specializing in narrative-driven, innovative games for a broad audience. Experienced in leading successful multidisciplinary, diverse, and international teams of various sizes, ensuring excellence despite budget and scheduling constraints. Notable achievements include bringing multiple award-winning, commercially successful games to market.
In 2010, I co-founded the indie game studio Santa Ragione. In 2014, I defended my PhD in Interaction Design. In 2016, I started a manifesto for nontraditional game design called Rejecta. In 2018, I won the IndieCade Innovation in Experience Design Award, and in 2023, the DStars Award for Best Italian Producer. Since 2024, I have been offering Consultancy Services aimed at independent game creators and small-to-medium sized studios.
This is my portfolio of games and other endeavours, you can reach me at dearpietro@gmail.com.
All the games I have directed, currently available for sale.
A third-person horror adventure where you play as four characters in a multi-generational tale tied to the haunting traditions of an ancient Sardinian village.
A narrative road trip game set in the roaring Italian 70s, it tells the story of Lella, a restless woman driving on the roads of the western coast of Italy.
First-person one-button game about jumping, sense of speed and discovery. The key is timing, the goal is traveling flawlessly through the environment
A selection of the games I worked on as a producer and that are currently available for sale.
A treacherous visual novel about friendship, desire, and grief. sExplore the inner demons of three childhood friends on a summer retreat.
Game experiments, prototypes, jam games, and smaller endeavours.
The majority can be downloaded directly from this website. See more prototypes and early projects here.
Asta Grande is a drop-in, drop-out crowd game for 30 people. Winner of the IndieCade 2018 Innovation in Experience Design Award.
A tribute to video rentals and great movies from the 90s. We want to convey what it is like to explore a collection of forgotten gems.
Consultancy services cover essential aspects of game production and studio management. I offer support in pitching and funding, and practical solutions for restarting stalled projects and completing development. I also advise on studio management and leadership, provide an external perspective to keep your project on track, assist in navigating critical challenges, and help newcomers find their path in the industry.
150€ | 45-minute consultation for small independent studios or individuals. |
250€ | 60-minute consultation for established studios. |
Free | 15-minute introductory call to assess your needs. |
Free | 45-minute mentorship session for marginalized developers. |
Designing Playful Artifacts – The exploration of play as a process and the limited role of the designer is the PhD thesis I defended in March 2014. Today, successful games are made in genres and about topics that defy traditions of an industry rooted in action and fantasy settings. This dissertation argues that many of these games share common elements – namely, the absence of stated objectives, and the presence of interaction that is not task or objective-driven. My aim was to provide a framework for creating games that rely on player initiative in a way that is not objective-driven.
2024 GDC –
Independent Games Summit: 'Saturnalia' Postmortem.
2023 GAIA – Curatorial Practice.
2019 GAIA – Exhibit the Unexhibitable.
2018 Umberto Eco Center for IS – “The Problem with Interactive Adaptations”.
2018 Svilupparty – “Eight Years of Santa Ragione”.
2018 Drama Lab – “Dramaturgy and Game Design”.
2017 Subotron – “Building Tools and Audience for Non-Traditional Games”.
2017 ScreenShake – “How To Abandon Traditional Video Games”.
2016 GDS Conference – “New Perspectives on Game Curation”.
2016 IndieCade Europe – “A new manifesto for non-traditional game design”.
2016 GDC Europe – “Innovative Games Showcase”.
2015 Clash of Realities – "Designing An Italian Game About Italy"
2015 Philosophy of Computer Games Conference – “Doing Philosophy with Design"
2014 Philosophy of Computer Games Conference – IGP Panel
2014 GDC Europe – “MirrorMoon EP: A True Sci-Fi Game Postmortem”.
2014 GALA Conference – “Beyond Gambling Temptations”.
2013 Arse Elektronika – “Awkward Sex, Exploring the Uncanny Valley”.
2012 GDC Europe – “Games Happen: Design Lessons in MirrorMoon & Fotonica”.
2012 GDC – Experimental Gameplay Sessions.
2012 VS-Games – “The Unimportance of Flawless Game Mechanics”.
2012 ECREA pre-conference – “Exotic Orientation Systems as Gameplay Devices”.
2012 Italian GAME Journal – “Designing Non-Objective Oriented Games”.
2011 Swiss Design Network – “Emotional Design for Communication”.
2011 Com. a Misura d’Uomo – “Visual Impairment and Digital Entertainment”
2010 Data Flow Vol.2 – “This is Living!”.
This is my updated resume, listing key work experiences, teaching roles, technical skills, etc., up to 2024.
2024 IVGA Best Italian Game.
2024 IGF Excellence in Narrative.
2024 DStars Studio of the Year.
2023 IVGA Best Innovation Award.
2023 DStars Production Star Award.
2024 IVGA Outstanding Company.
2018 IndieCade Innovation Award.
2017 IGF Nuovo Award HM.
2016 A Maze Grand Prize Finalist.
2016 IndieCade Festival Official Nom.
2015 IGF Excellence in Audio HM.
2014 Apple Best of App Store.
2014 Golden Dragon Art Achievement.
2014 Fantastic Arcade Spotlight Game.
2014 SXSW Gamer’s Voice Award Nom.
2013 IGF Nuovo Award Nom.
2012 Indiecade Selection.
2017 Mojo Nation.
2017 NYU Game Center.
2016 Inverse.
2016 Gamasutra.
2016 Gamer de pere en fils (French).
2015 Gamasutra.
2014 GAME Magazine.
2014 Gamasutra.
2014 VentureBeat.
2013 ANIMAL New York.
2013 Le Monde.
2013 Rock, Paper, Shotgun.
2013 Polygon.
2012 TheVerge.
2012 Unity3D Blog.
2012 Uncommon Assembly.
2011 VentureBeat.
2011 True PC Gaming.
2017 New York – No Quarter, NYU Game Center.
2016 Chicago – MCA Studio: Interactive Collective One.
2016 London – WordPlay.
2015 Austin – Fantastic Arcade Spotlight Premiere.
2014 Paris – La Gaîté Lyrique.
2014 Kyoto – Bit Summit MMXIV.
2011 Venice – 54th International Biennial of Art.
2011 New York – Kill Screen Videogame Film Festival.
2011 Berlin – Delta.
2011 Stockholm – FFeaturing.