CREATIVE LOBOTOMY
Historically, a lobotomy is a cut that switches something off. It severs a connection, flattens, makes a person more manageable, less troublesome. It corrects what has been judged deviant.
Mine is the opposite: a cut that urges deviation.
I cut through the rigid patterns with which we look at things, the formae mentis we carry without ever asking whether they truly belong to us. Not to replace them. To open the space in which we can think for ourselves again.
Divertere, in Latin, means precisely this: to deviate, to change direction. Not empty entertainment, but a creativity that diverts—moving you sideways while you thought you were standing still. A small confusion, a displacement that lets other paths come into view. None of them has to be followed. It is enough that they exist.
Short stories
Short, raw stories. Consider the audience warned.
The Neighbourhood
A collection of stories set in a reality frozen in the 1950s: suburban neighbourhoods, advertising, impossible services, and a perpetual night lit only by neon signs.
Each story follows the twisted gaze of one resident. Characters cross paths and change position: protagonists in their own story, peripheral presences in someone else’s.
Here everything is functional and everything has a logic, however disturbed. Happiness becomes currency; pain is regulated, recycled, observed, or corrected.
And in a world this perfect, how difficult can it be to be happy?
Game documents
My game documents: story, characters, worldbuilding, mechanics, and more. Some include the project’s complete evolution, endings included.
Open the full index →Essays
Thoughts, prompts, and notes I set aside. The more structured versions begin here.
Macabro Capriccio
Macabre curiosities: history, art, legends, and video games. Open an issue and browse every slide.