Creative Direction

SoMe

Motion / Video

I built the full visual layer for a Twitch project: I took the illustrations, organized the system, and animated everything into stream-ready assets—then we launched it with an insane trailer and a guest-packed moment that burned fast and bright.

I built the full visual layer for a Twitch project: I took the illustrations, organized the system, and animated everything into stream-ready assets—then we launched it with an insane trailer and a guest-packed moment that burned fast and bright.

I built the full visual layer for a Twitch project: I took the illustrations, organized the system, and animated everything into stream-ready assets—then we launched it with an insane trailer and a guest-packed moment that burned fast and bright.

Aug 2024

IT

Twitch toolkit

“I Phrocioni” was one of those internet projects that move at full speed from day one. I joined to handle the visual side for Twitch: everything you need to make a stream look like a real show, not just a webcam. I collaborated with Rebecca on illustration, then I took the whole package and turned it into a working system—structured, coherent, and animated for live use.
On top of that, the launch needed something louder: a trailer designed to make people stop scrolling and immediately understand the tone of the project.

“I Phrocioni” was one of those internet projects that move at full speed from day one. I joined to handle the visual side for Twitch: everything you need to make a stream look like a real show, not just a webcam. I collaborated with Rebecca on illustration, then I took the whole package and turned it into a working system—structured, coherent, and animated for live use.
On top of that, the launch needed something louder: a trailer designed to make people stop scrolling and immediately understand the tone of the project.

The Twitch package (assets that actually work live)

My main responsibility was building all the stream-ready assets:

  • overlays and graphic frames for the live layout

  • animated transitions / stingers

  • supporting motion elements for moments, cues, and rhythm

Rebecca handled illustration, and I focused on system + motion: organizing the assets, keeping consistency, and animating everything so it feels alive on stream rather than static.

The trailer (the “out-of-control” launch moment)

Beyond the Twitch graphics, we produced a launch trailer that was intentionally extreme: fast, chaotic, and designed to feel like an event. The writing was mainly handled by Nicola Maggi and Bagoleen, and the concept was built around bringing in a huge number of guest appearances—basically half of Twitch Italy—so the project could launch as a collective moment, not just a new channel.

Working under a one-week timeline (for real)

The whole thing became a sprint. The project lasted about one week because it received a permanent ban quickly after launch.
From a production perspective, that meant two things:

  • everything had to be ready immediately (no “later we refine it”),

  • the visuals had to communicate the tone instantly, because time was limited.

What I took from it

It’s a good example of how I work in fast environments: build a system that can be deployed quickly, make it animated and coherent, and support the team’s energy without losing technical reliability.

This project is the definition of “short-lived, high-impact.” I’m proud of the Twitch asset system and the animation work because it turned illustration into a real live show package. Even if the project ended fast, the process was intense, collaborative, and creatively fearless—which is exactly what the internet sometimes is.

Illustration: Rebecca
Asset system + animation: Eduardo Pellegrino
Trailer writing: Nicola Maggi, Bagoleen