From Concept to EXPERIENCE

Building better experiences through expert consulting and full-service execution in production, game design, and 3D technical training for businesses and individuals.

From Concept to EXPERIENCE

Building better experiences through expert consulting and full-service execution in production, game design, and 3D technical training for businesses and individuals.

COMPANIES THAT TRUSTED ME

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DOES ANY OF THIS RING A BELL...?

PRODUCTION
▫ Your team is talented. However, projects get stuck, run out of control or lose focus from the original scope.

▫ You feel that everything is urgent or important, and you find it difficult to prioritise which tasks are really critical for progress.

▫ Documentation is always out of date and nobody can easily find the most up-to-date version of anything.

▫ You struggle to estimate delivery times correctly, deadlines always feel unachievable or are often missed.

▫ You want to improve internal processes, reduce friction and facilitate collaboration, but you don't know where to start.
DESIGN
▫ You have a good game idea but you don't know how to turn it into an actual videogame.

▫ Your game feels unbalanced, unclear, incomplete or just lacks that "juicyness" (that sensory appeal that makes it fun and satisfying to play).

▫ You need to document the game design well so that the team can move forward.

▫ You are not entirely clear who your game is for, or how to make it stand out from others like it.

▫ You have a cool mechanic or an interesting story but you don't know how to do the rest of the game or how to organically blend the story with the game.
GAMIFICATION
▫ You want to modernise or expand your services or products with immersive experiences such as VR, AR or apps, and you need advice to plan and execute.

▫ You have a traditional product (board game, book, etc.) and you want to give it a digital or interactive layer but you don't know how to start.

▫ Your organisation wants to incorporate interactive technology but doesn't know what steps to take or what resources to have.

▫ You have an idea for a digital installation or experience but you don't know what technical tools to use.

WHAT I CAN DO FOR YOU

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GAME PRODUCTION

I work on workflows, realistic planning, task allocation and decision making. I help you find the balance between creativity and execution. I can also integrate temporarily as an external producer.

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GAME DESIGN

I accompany studios or independent creators in the development of videogames from the initial idea to the final product, helping to structure the experience, document the design and make decisions aligned with the project's objectives.

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GAMIFICATION

I apply game design principles to transform processes, products or experiences into something more engaging, motivating and understandable. From the creation of simulators to interactive installations, I connect the technical with the playful.

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CORPORATE TRAINING

I design and facilitate custom workshops or trainings for companies and institutions that want to train their team in Blender, Unreal Engine or basics of interactive design. All with a practical approach, applicable and contextualised to each organisation.

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MENTORING

I offer personalised coaching for people who want to become professionals in the video game, XR or 3D sector. Together we identify your strengths, objectives and next steps, with a focus on concrete and realistic action.

About me

Connecting the technical, the creative and the human in every project. I structure the creative chaos, so that from it can be born a product that shines.

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I am Brián Piancino a producer and designer of videogames, interactive 3D experiences and Extended Reality (AR/VR/MR). Throughout my career I have worked as a Technical Artist on virtual reality simulators, led creative projects, organised game jams, given talks and trained both individuals and companies.

My approach combines the technical, the artistic and the human. I am interested in both product design and the way people work together to create it. That's why I help teams to organize processes, understand production limits, make strategic decisions and solve complex technical problems - be it adjusting the scope of a game, optimizing scenes for XR or transforming raw data into coherent visual experiences.

I give specialized trainings in Blender and Unreal Engine, tools that I handle from a practical perspective and with a teaching sensibility. I like to accompany by example and listening, providing realistic guidance without prefabricated formulas.

Besides the technical, I am a restless, introspective and creative person. I find inspiration in cinema, photography, contact sports and landscapes that take me out of the screen. I believe in projects that leave a mark and connections that feel genuine, and I work with those who value the process as much as the outcome.

If that resonates with you, maybe we can build something together.

CHECK MY WORK

RailGods of Hysterra

RAILGODS OF HYSTERRA

This was one of those wild rides you don’t forget. I joined the project as a Junior Producer, but my work went far beyond just tracking tasks. Over two years, I helped shape the backbone of this surreal FPS by building and refining production pipelines from scratch. I coordinated with a cross-disciplinary team, planned our roadmap, kept everyone aligned, and made sure no piece of the project got left behind. On top of the production work, I actively collaborated on gameplay design systems helping balance item drops, loot tables, generators, building mechanics, and crafting requirements. It taught me how to see the whole board not just the next move.
The Kindeman Remedy

THE KINDEMAN REMEDY

My first incursion into the world of AA development. This psychological thriller had a heavy narrative load and required surgical precision in how language and tone were handled across different markets. I assisted the localization team, ensuring our story survived translation without losing nuance or emotional weight. It was a smaller role, but one that made me appreciate the complexity of narrative-driven games from the inside.
Amazon's FLEABAG

FLEABAG

This one was chaotic, fast-paced, and fun as hell. Just two of us, three weeks, and a lot of ambition. I wore every hat I could find (producer, programmer, designer) and managed to keep us focused and scoped correctly. I had to set up the entire infrastructure for remote collaboration, something I’d never done at this scale before. Even more, I stepped into a programming role which was a big leap for me, since I usually handled 3D art in previous projects. But the challenge and the energy of the project pushed me out of my comfort zone, and I embraced it. The tone was playful and absurd, and that freedom let me explore systems and pacing in unconventional ways. For me, this project is proof that constraints and the right mindset breed creativity.
Amazon's El Internado: Las Cumbres

EL INTERNADO: lAS CUMBRES

This was the first of two games commissioned by Amazon Prime Video as part of a promotional campaign for their original series. With only two weeks and a two-person team, I took on production, game design, and programming to bring a short-form horror experience to life. We aimed to capture the mood of the show while crafting something standalone and engaging.
SCP: Unsight Whispers

SCP: UNSIGHT WHISPERS

This project came with a different kind of thrill: building a 14-person team from scratch through interviews and assembling a semi-pro strike force for a jam. I acted as Game Director and Producer, leading design, level layout, and puzzle development. We had just one week, but delivered a finished prototype that ranked in the top 30 out of nearly 500 entries. It was intense, collaborative, and one of the most rewarding management experiences I’ve had.
Yokai Hunter

yokai hunter

Another jam project, this time over five days. I formed a tight-knit trio where I drove production and game design, working alongside a fantastic lead programmer and an award-winning music composer doubling as Art Director. The pace was brutal, but the cohesion and trust we had made it possible to craft a full mini-game, with puzzles, levels, and a unique aesthetic, all in under a week. For me, it confirmed how fast, focused teams can punch way above their weight.

GET IN TOUCH

If what you've seen so far resonates with you, why not get in touch?

Whether you need guidance on your next game project, want to explore immersive technologies, or are looking for a tailored training for your team—I'd love to hear from you.

Drop me a message using the form below and let’s start turning your ideas into reality.

No commitment, just a conversation to see how I can help. We can even schedule a free 30-minute call to explore your needs and figure out the best way forward.
Let’s make it happen!

GET IN TOUCH

If what you've seen so far resonates with you, why not get in touch?

Whether you need guidance on your next game project, want to explore immersive technologies, or are looking for a tailored training for your team—I'd love to hear from you.

Drop me a message using the form below and let’s start turning your ideas into reality.

No commitment, just a conversation to see how I can help. We can even schedule a free 30-minute call to explore your needs and figure out the best way forward.
Let's make it happen!
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brianpiancinov@gmail.com