About Me

I am a software developer and visual designer with over 12 years of experience in developing interactive digital products. I have worked on both native iOS apps and mobile-first websites. I recently focused on real-time system applications by working on Unreal, Unity, Godot and developing a custom game framework in C++.

My experience as a software developer covers languages such as C++, Objective-C and Javascript (pure/Jquery) among others. Experienced in creating 3D/2D assets and able to oversee the entire development process from concept to delivery. Alongside my professional activity, I have gained solid experience as a lecturer in public and private institutions, refining my communication skills.

Seasoned illustrator, graphic designer, and frontend web developer proficient in markup languages such as HTML5 and CSS3, along with frameworks (SASS, Bootstrap, GSAP and many others). My passion for this field has consistently driven me to engage with multicultural environments across Italy and abroad (China and Malta), experiences that have strengthened both my communication and organizational skills, together with a fluent proficiency in English.

You can reach me by phone / Whatsapp or email:

Thank you for visiting — feel free to reach out if you'd like to connect or collaborate.


Collaborations


Software Developer Portfolio

Propellix | 2025 | Godot Engine, Blender

Following the development of my own game engine and the design of a custom handheld console—featuring a distinctive magnifying glass shape and rotary encoder—the next step was to create a game prototype designed to work in full synergy with the hardware.

The resulting game draws direct inspiration from Atari-era classics such as Pong, Breakout, and Tempest, reimagining them within a three-dimensional tunnel space—a cylindrical structure that echoes the polygonal geometries of Tempest and I, Robot.

Skills: Game Design, Game Development, Godot Engine, GDScript, Blender


C++ Custom Game Framework + Tech Demo | 2025 | C++, openFrameworks

This project is a custom 2D/3D game framework built in C++ on top of openFrameworks.

It provides a modular structure for handling 2D shapes, animations, collisions, input and task handling in a real-time system, making it a base for experimental game development and interactive prototypes.

Here you can find my code on Github for code reviewing. You will also find a bin folder where you can simply get the little game I made with it for you to try.

Since the full project size exceeds the file limits of Github. You can find the full Visual Studio solution here on my Mega link.

The framework was designed with modularity and extensibility in mind, showcasing core concepts of real-time code architecture.

Recorded gameplay showcasing my custom Arduino game controller.

There are two main categories of classes:

Engine Classes

These classes are meant to be as reusable as possible and implement core features needed on most games:

  • Task Schedule Manager: This class acts as a simple cooperative scheduler. Tasks are executed only when iterateAllTaskSchedules() or callTaskByID() is explicitly called from the main loop. This schedule executes them only if their interval has elapsed.
  • Input Dispatcher & Manager:
    • Dispatcher: InputDispatcher implements the Observer pattern and the publisher role. It allows multiple InputManager instances to subscribe to a given GameStateManager and receive input events (mouse move, mouse press, key press).
    • Manager: InputManager implements the Observer subscriber role in the event system. It allows clients to register and remove callbacks for specific input events (mouse move, mouse press, key press). When an event occurs, the corresponding callback is invoked if present.
  • Shape: This class is a base graphical entity that can be drawn and animated. It stores position, velocity, rotation, colors, and dimensions.Animation and movement logic are delegated to an internal AnimationEntity (read below).
  • Animation Entity: AnimationEntity manages the animation state of a Shape. It supports moving toward a coordinate at a fixed speed or duration, continuous free movement, and rotation toward coordinates or velocity. Typically, a Shape owns an AnimationEntity and delegates animation logic to it.
  • Collision Manager: This class is to test collision between two vector-based shapes. It's very accurate since it doesn't work with hitboxes but it checks for any intersection between shape outlines.
  • Raycast Evaluator: RaycastEvaluator encapsulates raycasting-based 3D collision detection by internally applying the Müller-Trumbore intersection test. It provides methods to test intersections between moving shapes and mesh faces, calculate hit points and normals, and optionally compute rebound directions (reflection vectors).
Recording of a test program made with my custom game engine, showcasing a working collision detection algorithm.

Specific Game Classes & Subclasses

  • GameStateManager: Central orchestrator of the game loop.
    • Manages WAITING, RUNNING, and GAMEOVER states.
    • Coordinates player, enemies, bullets, collisions, and audio.
    • Sets up scheduled tasks and dispatches input events.
    • Handles gameplay logic such as scoring, combos, and life/boundary management.
  • Bullet Controller: this class manages the lifecycle of bullets fired in the game. It handles spawning bullets from entities, assigning them velocity and animations, updating their state, and removing those that go out of the playable screen boundaries.
  • Enemy Manager: this class handles the creation, update, and rendering of enemy shapes (Foes). It can spawn enemies at random positions along a circular boundary, orient them toward the center, animate their movement, and optionally auto-spawn new enemies at a configurable rate and speed.
  • Trippy Background: TrippyBG is a silly name, I know. It's a visual effect manager that spawns and animates semi-transparent shapes. It randomly places circles on the screen, makes them grow over time, and removes them when they exceed a maximum size, producing a dynamic, psychedelic background.

In addition to the game engine, I also designed and implemented an Arduino-based game controller equipped with a rotary encoder , which communicates via USB with the engine through serial data packets .

Source code of the Arduino firmware and its related game engine function is available on Github following this link.

Key Features

  • Modular Entity Component system.
  • Cooperative Task Scheduler for timed tasks.
  • Flexible Input System built upon the Observer pattern, supporting callbacks and external controllers.
  • Simple but extendable Collision Handling.
  • Basic State-Machine logic.

Tech Stack

  • Language: C++17
  • Multimedia Framework: openFrameworks
  • Build: Visual Studio (virtually cross-platform with openFrameworks)

Advanced C++ Techniques Used

  • Lambdas & STL algorithms (remove_if, any_of) for clean event handling and data structures cleanup
  • Smart pointers (shared_ptr, unique_ptr) for safe memory management
  • STL containers (vector, unordered_map, array) to manage entities and events efficiently
  • Observer pattern via InputManager / InputDispatcher for event-driven design
  • Custom scheduler using lambdas for timed game tasks

Purpose

  • A learning and showcase project for C++ real-time systems development.
  • A portfolio piece demonstrating OOP design patterns (Observer, Dispatcher-system design, Scheduler).
  • A foundation for building more complex games or prototypes.

Mini Game Engine for Arduino UNO with Scheduler | 2025

This project implements a small game engine for Arduino with a 16x2 LCD display. It demonstrates graphics, input, and game logic management using a cooperative mini-scheduler, showing skills in embedded C++ concurrent programming, and low-level hardware control.

Source code is available on Github following this link.

Key Features:

  • Custom sprites on LCD.
  • Game logic with player, obstacles, and scoring.
  • Cooperative mini-scheduler for input, graphics and game update tasks.
  • Modular entity-based class design for clarity and maintainability.

This project is intended as a portfolio demonstration of embedded C++ skills and microcontroller programming.


The Spectacle: Handheld Console | 2024

The handheld console I designed is based on the Raspberry Pi 5 single-board computer. Its distinctive feature is its magnifying-glass-shaped form, which invites the player to peer into a secret and otherwise inaccessible world.

The round screen and rotary encoder free the game designer from established patterns, encouraging fresh and unconventional ideas.

Skills: Autodesk 3ds Max, Electronics Prototyping, Industrial Design

Console teaser, showcasing its design and hypotetic launch titles.

GYROGEDDON | 2024 | Gyroscope Mobile Game in Unity Engine

GyroGeddon is a mobile video game developed with Unity for Android devices. The game uses the phone's gyroscope to aim at enemies: the player doesn't control the character directly but guides it by physically rotating the device.

The goal is to help a defense robot survive waves of zombies approaching from random horizontal positions. The player aims using a crosshair fixed at the center of the screen; when aligned with a zombie, the robot automatically moves horizontally towards it. Tapping the screen fires a shot to eliminate the target.

The game lasts 60 seconds or ends earlier if a zombie reaches the robot. A summary screen then displays the total kills and high score.

The project was developed using C# scripts and Unity’s visual scripting, dividing core systems into modular components. A GameObject handles gyroscope input, updating camera orientation frame by frame using quaternions to maintain a stable aim relative to the initial device position.

Raycasting is used to simulate aiming: each frame, a ray is cast forward from the camera. If it hits a zombie (filtered via tags), the robot can fire when the player taps the screen. The hit count is tracked throughout the match.

A second GameObject dynamically spawns zombies at regular intervals with randomized horizontal positions. Each is equipped with a Box Collider to interact with the raycast and trigger collisions with the robot only.

A third GameObject manages the interaction logic, including the countdown timer and the transition to the game-over scene.

Skills: Unity · C# · Visual Scripting · Gyroscope Integration · Raycasting · Game Design · Interactive Systems

Recorded gameplay on a Pixel 6 Pro device.

Red Cross | Arcade Prototype in Unreal Engine | 2024

This academic project was developed in Unreal Engine 5 as part of a Narrative Game Design course. Besides development, I was responsible for crafting the storyline and worldbuilding, centered around a spaceship tasked with rescuing stranded soldiers and civilians while evading hostile factions and retaliatory attacks.

The prototype adopts an arcade style with a strong physics-driven core, inspired by classic Atari space titles. Inertia, vector-based movement and physics, and a dynamic minimap interface were all implemented entirely using Unreal Engine's Blueprint visual scripting system.

Skills: Blueprints, UI Design (Widgets), Unreal Engine 5

Gameplay footage.

F**kdolls: Function | Liminal Space Exploration in Unreal Engine 5 | 2024

This project is part of a larger transmedia experience, whose first product was a comic book available on request (NSFW).

I independently managed the entire production process, from start to finish. I modeled all assets and created their UV mapping, then developed PBR material textures using Adobe Substance Designer’s node-based system.

On Unreal Engine, I assembled the assets and assigned their materials, designed gameplay features with Blueprints, and built interactions and puzzle mechanics. I also handled sound and light design, ensuring a complete and cohesive experience according to my vision.

Skills: Concept Art, 3D Modeling & UV mapping (3ds Max), Material / Texture Design (Substance Designer + Photoshop), Blueprints, Unreal Engine 5

Gameplay footage.
Procedural Homeostasis | 2024 | Interactive Installation | Computer network, Unreal Engine, Pure Data, TouchDesigner, screens, speakers.

Procedural Homeostasis is an interactive anti-anthropocentric installation that questions the role of human agency in digital creativity. Developed as part of an academic project, it explores the potential of the machine as an autonomous creative entity, where the human presence is redefined not as a catalyst, but as a disruptive interference in an otherwise self-sustaining computational process.

The installation features a dual sensory axis—visual and auditory—both driven by procedurally generated parameters. When a person enters the environment, their movements and presence affect the generative system, causing disturbances in both the visual output and sound algorithms. This interaction reveals the vulnerability of a system perceived as self-contained, challenging the notion of control in human-machine relationships.

I was involved as developer and worked with the following technologies:

  • TouchDesigner: Outputting OSC signals through local network. Signal are based on based on facial detection using Google MediaPipe libraries.
  • Pure Data: Visual scripting and conditional signal generation taking as input OSC signals from TouchDesigner through local network.
  • Unreal Engine: Procedural 2D/3D effects generation by using OSC parameters from TouchDesigner over local network. Signals were processed via blueprints as a bridge between source data and 3d/2d assets.

Set in non-places such as airports or stations, the installation invites reflection on digital interconnection, surveillance, and algorithmic aesthetics. Inspired by cybernetic imagery (e.g., The Matrix), it visually alternates between order and chaos, repetition and disruption, offering a contemplative critique on our increasingly blurred boundary between physical and virtual realms.

You can find a live demo of this installation below.

Skills: Unreal Engine 5 · Niagara FX · TouchDesigner · Pure Data · Procedural Art · Interactive Installation · Real-Time Audio-Visual Systems · Human-Machine Interaction · Narrative Systems Design


3D Animation Studies | 2023-24

These animations were produced within an academic context as part of coursework for 3D animation subjects. The first project required the delivery of a series of looping animations for a custom 3D character. The second focused on acting, starting from a pre-recorded audio track.

In the first project, I handled the entire pipeline—modeling, rigging, and animation—using 3ds Max with CAT (Character Animation Toolkit). In the second case, I received a fully rigged character in Maya and focused exclusively on animating it in sync with the audio.

Skills: 3ds Max (CAT, modeling, rigging, animation), Maya (animation).

Character animation cycles made with 3ds Max. The character was modeled, rigged and animated with the built-in CAT tools.
3D Acting animated with Maya.

Professional Experience

3d artist / UE material designer
06/2024 → 08/2024
Blank Canvas Studio
Full-remote (Australia)

3D modeling and optimization of architectural and design assets, with a focus on realism and precision. Asset and texture optimization for Unreal Engine: retopology, UV unwrapping, mesh detachment based on material ID, and material design based on real-world samples. All communication with the Australian team was conducted in English.

Technologies: 3D Studio Max, Unreal Engine 5.

UX / Graphic Designer,
academic advisor
10/2020 → 06/2024
Academy of Fine Arts of Verona | Verona, Italy

Standardization and production of both online and offline communication for the Academy of Fine Arts of Verona. Design of print materials and offline media for the exhibition La Mano che Crea at the Achille Forti Gallery of Modern Art. Layout and graphic design of documents and infographics that secured the funding for an augmented reality app for the Monastery of Astino Museum.Subsequently, I designed the user interface in Figma and developed the app’s graphic assets. The app was awarded Best Serious Game at the Berlin Gala 2024. Direct interaction with the public and management of communications via email, phone, and in person regarding the Academy’s educational offerings.

Technologies: Adobe Suite, Figma.

TENURED Secondary School Teacher
09/2021 → 06/2024
Italian Ministry of Education and Merit | Legnago, Vicenza

Teaching in vocational high schools within the curriculum of Cultural and Performing Arts Services. I taught subjects including photography, photo editing, video production and editing, web design, and 3D graphics. I also coordinated educational projects as the appointed lead teacher for one of the classes assigned to me.

Technologies: Adobe Suite, digital photography and videomaking (with both reflex and mirrorless cameras)

Lecturer, digital illustrator,Web Developer
01/2019 → 09/2021
Freelance

Lecturer at training centers accredited by the Veneto Region and at the Nuova Accademia del Design (NAD), teaching subjects related to Visual Design, such as the principles of vector graphics, layout design, and multimedia composition. Produced digital illustrations for Italian and international clients. Developed websites and multimedia products for both domestic and foreign markets.

Technologies: Blender (3D), Adobe Photoshop, Illustrator, Animate, Affinity Suite (Photo, Designer, Publisher).

Web Developer, Motion Designer
09/2017 → 09/2018
Upgrade4 | Verona

Frontend development of websites (mainly WordPress CMS) and newsletters for clients. Creation of animated banners and interactive experiences using HTML5, jQuery, and JavaScript libraries.

Technologies: Adobe Animate, WordPress, HTML5, CSS3, JavaScript, jQuery, Bootstrap, TweenJS.

Web Designer, Web Developer, UX / Graphic Designer
09/2016 → 09/2017
Toicom | Brescia

Design and development of websites and newsletters, both in pure HTML/CSS and using CMS platforms such as WordPress. Creation of creative assets for clients’ social media campaigns.

Technologies: Adobe Suite (Photoshop, Illustrator), HTML5, CSS3, Bootstrap, jQuery, PHP, WordPress, WooCommerce.

Web Designer, Web Developer
09/2015 → 09/2016
Reed Ltd. | Malta

Design and development of websites and newsletters.

Technologies: Adobe Suite (Photoshop, Illustrator), HTML5, CSS3 (LESS), Bootstrap, jQuery, PHP.

Web Designer, Motion Designer, Digital Artist
04/2014 → 09/2015
Spindox / SeatPG | Milano

Graphic design for websites belonging to the SeatPG group. Creation of illustrations for internal communication and the sales network. Development of animated infographics and HTML5 banners using After Effects and Adobe Animate. Design of mobile UI, including animated mockups and native iOS interfaces using Apple Storyboard (Xcode).

Technologies: Adobe Suite (Photoshop, Illustrator, Animate, After Effects), Apple Xcode.

IOS DEVELOPER
09/2013 → 01/2014
Omicron Consulting | Bologna

Development of a native iOS application for Tre Italia (now WindTre). I was primarily responsible for the frontend, including interface design, animations, and remote data parsing. I was hired on a project basis specifically for the development of this product.

Technologies: Objective-C, XCode.

Web Developer
05/2013 → 09/2013
Quantum IT | Torino

Development of CMS-based websites, primarily WordPress. Creation of graphics, illustrations, and 2D animations/banners.

Technologies: HTML5, CSS3, JavaScript and jQuery, PHP, WordPress.

Digital Specialist
11/2012 → 05/2013
Loréal Italia | Torino

Technical liaison between professional brand marketing teams and communication agencies concerning the organization of editorial plans and social media campaigns.

Technologies: Microsoft Office Suite.

Educator
11/2012 → 05/2013
ForSelect Formazione | Torino

Teaching basic computer literacy courses. Advanced workshops at RAI in Web Design and iOS Development.

Technologies: HTML5, CSS3, JavaScript, jQuery, Objective-C, iOS development, Xcode, Web Design, Web Development

Graphic Designer, IOS DEVELOPEr, Liaison – Foreign Guests
03/2012 → 05/2012
Museum of Contemporary Art of Beijing / Digital Art Museum | Beijing, China

Layout design of ebooks and digital communication materials for the museum. Design of digital educational content. Development of a native iOS app. Debugging of applications developed in Adobe Flash. Engaged with an international audience in English during the annual contemporary art fair.

Technologies: Adobe Illustrator and InDesign, Objective-C, Apple Xcode, ActionScript 3.0.

iOS Developer
12/2011 → 02/2012
Freelance | Torino

Development of a native Apple iOS app to manage shared expenses among roommates (e.g., group payments, splitting change based on individual contributions, etc.). The app was later published on the App Store as an independent developer.

Technologies: iOS development, Objective-C, Xcode

SCREENWRITER INTERN
05/2011 → 06/2011
Due Monete | Torino

Writing of a screenplay treatment for a low-budget cross-media feature film.

Technologies: Final Draft.


Certifications

LinkedIn Learning
2025

Academic Experience

Animation and Game Art
10/2023 → 07/2025
Master's Degree
Academy of Fine Arts of Verona
Final grade: Summa cum laude with special honors, 110/110 e lode, awarded "Excellent Student".
  • Game development through Unreal and Unity engines
  • Visual scripting (blueprints) for quick gameplay and logic prototyping
  • 3D material design both through Unreal Material Editor and Substance Painter/Designer.
  • 3D modeling through 3ds Max, Blender and Maya
  • 3D rigging/animation through Maya and integration in game engines pipeline
  • Concept art & graphics novel techniques for clear and engaging storytelling
  • Narrative game design

My final thesis explores the identity crisis of the video game medium, in relation to the ongoing pursuit of graphical fidelity and hyper-cinematic narrative structures.

My graduation project involved the development of a custom game framework in C++ on top of openFrameworks, accompanied by working prototypes, and the design of a Raspberry-Pi console along with a launch game developed in Godot Engine.

Visual Arts - Painting
10/2018 → 07/2022
Bachelor's Degree
Academy of Fine Arts of Verona
Final grade: Summa cum laude, 110/110 e lode

I acquired strong artistic skills, developing a personal research approach that integrates traditional techniques with digital expressive languages.

  • Digital and traditional illustration and painting techniques
  • Art direction for communication and creative projects
  • Graphics and photographic elements composition
Multimedia Graphic Arts for Advertising and Industry
09/2005 → 07/2008
High School Diploma
Istituto di istruzione superiore Bodoni | Torino, Italy
Final Grade: 94/100
  • Graphics design and composition for printed products
  • Industrial printing machines manouvering (off-set)
  • Basic web markup training for web design (HTML-CSS)

Distinctions

Best Pitch
2025
opendata Playground VIRTUALVERSE Private Edition 2025
Verona

My team joined the game jam with the pitch "DON'T PLAY THIS F**ING SHAME JAM,"* winning the Best Pitch award, dedicated to the most effective, polished, and thematically coherent presentation.

The main theme challenged participants to explore the relationship between creativity and artificial intelligence in an era of rapid change, balancing resilience and innovation. It invited reflection on how AI is transforming creative professions, presenting scenarios ranging from collaborative to dystopian.

Incrastible! Serious Game Award
2024
Gala of Berlin
Berlin, Germany

The AR game I worked on as a graphics/UX designer was developed through a collaborative grant with the Academy of Fine Arts of Verona, and won an international award at GALA Conf 2024.
The title received recognition in the Serious Game Awards: Academic Category. I worked on documentation, graphic design of material presented to investors, UX and Graphic Design of the Android app.

Read more details on the Serious Game Society website
best Unreal Engine project
2024
Academy of Fine Arts of Verona
Verona, Italy

The interactive experience developed by my team was selected as the best of the first semester, earning recognition and a presentation slot at the “Make It Unreal” seminar, attended by industry professionals and active members of the Unreal Engine community.

Read more details on the Unreal Engine Website
National Top 3 Finalist
2021
Cinello Unlimited 2020
Milan, Italy

I was finalist in the national digital art competition “Cinello Unlimited 2020” with my 360° 3D video artwork titled “Dysphoria: Dreams.”

My artist profile page on Cinello Unlimited website Cinello Unlimited 2020 media gallery Watch Dysphoria: Dreams on Youtube
Selected Artist for Group Exhibition
2020
MAI PACIFICA
Verona, Italy

I was selected to participate in a group exhibition focused on the theme of isolation, contributing the video installation “Dysphoria.” The event garnered significant attention, with my work featured in various local and national media outlets.

Read the article from l'Arena Read the article from Exibart Read the article from Arte.it
Selected Artist for Group Exhibition
2019
Tende al Mare: Leonardo da Vinci
Cesenatico, Italy

Following a competition, I was selected by the jury to create large-format illustrations that I designed and proposed. The painted "canopies" were installed on the beach of the Municipality of Cesenatico to provide shade for beachgoers throughout the summer season.

Read the article from the Cesenatico institutional website

Visual Artist Portfolio

Dysphoria: Chimera | 2021 | 44 x 32 cm | Oil monotypes on backlit tracing paper, ambient light sensor.

My intention is to evoke memories suspended between dream and lucidity, crystallized in an atmosphere as alluring as it is grotesque. Light makes the works vibrate and come alive, imprinting on the retina and fixing themselves in the mind.

Each piece lies dormant, activating only when the surrounding space is dim. Precisely when we turn off every light in search of momentary oblivion, they reappear—brilliant and unsettling—drawing us into their distorted cosmos.


Inner Land | 2021 | Ø 44 x 48 cm | Glass, cork, soil, plants (terrarium).
Placed outdoors and in a natural environment.

The poetics of Inner Land revolve around the concept of fragility and vulnerability—feelings sadly common in our time. Inner Land means hinterland. In its broader sense, this concept refers to the deep socio-cultural environment that surrounds us and in which we are inextricably embedded. Inner Land also takes on an intimate, introspective meaning: our inner land, the fragile universe we cultivate from birth and which belongs to us alone.

My project aims to explore this concept by placing the natural element within its own habitat. Our instinct might suggest removing the lid and merging the two ecosystems for their mutual benefit. Nothing could be more fleeting: the survival of one depends precisely on the lack of contact with the other. Fragility is being immersed in one’s own element and, at the same time, having to escape it in order to survive.


Dysphoria: Dreams | 2020 | 1:44′ in loop | Interactive installation, hemispherical structure, gyroscope-enabled projector with 360° video, stereo audio.

This work is part of the Dysphoria series, in which my aim is to explore and analyze corroded and dysfunctional flows of mental energy and their dysphoric relationship with the environmental and social context.

Isolation, constraint, and alienation force the brain—on the verge of collapse—to enrich and amplify the narrow reality available through multisensory visions and illusions.

In this project, the Dysphoria series ventures into a childlike dream journey.

Phobias, fears, and paranoias take shape, revealing psycho-emotional glitches whose repercussions create dysfunctional relationships with the external world through distorted modes of thought and action that invade the unconscious.

Note for viewing the work via YouTube: You can rotate the view by pressing and dragging with your mouse/finger on the video, or by rotating your smartphone.


Reminiscences | 2020 | Photographs on D-Bond

In a state of constraint and isolation, the brain searches for images of past experiences to expand and extend the limited physical space available. The pursuit of bodily detail becomes obsessive and compulsive.

This investigation inevitably proves futile due to the very nature of memory recall—now distorted and corroded by layers of imagined visions—prompting a potentially endless search.

B-01, 20×20 cm, Print on D-Bond, 2020
B-02, 20×20 cm, Print on D-Bond, 2020
B-03, 20×20 cm, Print on D-Bond, 2020
B-04, 20×20 cm, Print on D-Bond, 2020
B-05, 20×20 cm, Print on D-Bond, 2020
B-06, 20×20 cm, Print on D-Bond, 2020
B-07, 20×20 cm, Print on D-Bond, 2020
B-08, 20×20 cm, Print on D-Bond, 2020
B-09, 20×20 cm, Print on D-Bond, 2020

Dysphoria | 2020 | Video installation | 16 screens.

During periods of forced isolation, the brain undergoes intense emotional stress due to the lack of human contact and the scarcity of social interactions. Individuals already vulnerable in ordinary environmental contexts are the first to suffer the consequences, experiencing mood alterations that distort reality to the point of making it alien and unrecognizable.

Actions such as waking up, washing, getting dressed, and finally (not) going out overlap in an endless loop of distorted and unassimilable audiovisual stimuli, designed to provoke disorienting and estranging sensations.


Dysphoria: Kernel Panic | 2019 | Video installation | 3 screens | 1920 x 1080 px.

This project is part of the Dysphorìa cycle. Energies flow from mind to body, and from body to mind.

An infinite and harmonic cycle that is inevitably disrupted by system errors. A total kernel panic that transmutes fluid energies into sharp, acidic, and dissolutive currents.

Joy, anger, and despair tend to merge into a corrosive and dystopian blend, distorting mental flows like uncontrollable binary waves.

Panic_001
Panic_002
Panic_003

Multiversus | 2019 | Installation.

This project explores the infinite possibilities of pictorial space. The aim is to demonstrate that no matter how hard one tries to reach a further dimension of the artwork, the search will remain endless. Endless as our perspectives—points of view that, although divergent, are forced to coexist and ultimately contribute to the construction of reality, just as it invades our extremely limited senses.

From left to right: one oil painting and three prints on D-Bond, 20 x 20 cm each.