Work with Alessandro Anglani

Let's turn a story, a space, an archive, or a question into a live system people can enter, change, and play

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I am interested in what can happen

I work where dramaturgy, game design, performance, and technology begin to speak the same language. I do not start by asking how to make an audience participate. I start by asking what freedom people should have, what their actions can change, and how the work can remain coherent when the story takes an unexpected path.

This is the field I call Hyperdramaturgy: writing and designing not only what happens, but what can happen. Through SEPHIROT®, that system of possibilities becomes playable through rules, roles, choices, and consequences.

If you are developing a performance, a cultural project, a learning experience, a research path, or an interactive format that cannot be contained in a single linear sequence, we may have something meaningful to build together.

What we can build together

Lectures and conversations

I bring the ideas behind Hyperdramaturgy, playable performance, interactive performance, and game design for theatre into a clear conversation with students, artists, researchers, and professionals. Each lecture can combine theory, examples, and questions from the audience.

Hands-on workshops

We take a story apart, identify its dramatic forces, and rebuild it as a system of possibilities. Participants write branches, define roles and rules, test consequences, and discover what changes when spectators become agents of the narrative.

Dramaturgy and experience consulting

I work alongside artistic and production teams when a project needs nonlinear structure, meaningful audience agency, interactive storytelling, or a clearer relationship between content, rules, technology, and live experience.

Commissions and partnerships

We can create a playable performance, a cultural or educational format, a VR or hybrid prototype, or a longer research and development path. The form follows the question: no interaction is added unless it gives the work a real dramatic function.

How a collaboration takes shape

Every collaboration begins with a conversation, not with a format already chosen. I need to understand the world of the project before deciding how it should become playable.

01. Context

We begin with the place, institution, community, and practical conditions that give the project meaning.

02. Audience

We decide who is invited to act, what they can understand, and how much responsibility their choices should carry.

03. Material

We listen to the story, theme, archive, collection, social question, or learning objective before imposing a mechanism on it.

04. System

We map scenes, roles, states, rules, choices, consequences, and possible endings, then test whether every possibility belongs to the same dramatic world.

05. Format

Only then do we choose the right form: lecture, workshop, consulting process, prototype, live performance, VR experience, or long-term collaboration.

This work comes from practice

On stage

SEPHIROT® has been developed through live productions including Cyrano, Il Soldatino di Stagno, and Marino. Performance is where rules meet bodies, timing, risk, and the presence of an audience.

In research and education

The work has entered academic and professional conversations through contexts including Connessioni Remote, EASTAP, IFTR, Romaeuropa/ADV, and Torino Film Industry. Teaching and research keep the method open to scrutiny and change.

Across technologies

Through CHRONES., I direct game-design, live-experience, VR, software, and R&D projects. Technology matters when it deepens agency and meaning, not when it merely decorates the experience.

When should we talk?

A collaboration is worth exploring when a project has a strong story or question, but a linear path feels too narrow; when participation needs dramatic consequences; or when an artistic idea must become a system that a team can actually produce, test, and refine.

You do not need to arrive with a finished brief. An unresolved problem is often a better starting point.

A story needs more than one possible path.

Audience choices need genuine consequences.

Art, game design, and technology need one coherent structure.

Tell me what you are trying to make

It can be a clear proposal or a problem that still has no name. In your first message, tell me about the context, the people involved, the material you want to work with, and the change you hope the audience can make.

Write to me by email

Or start the conversation on LinkedIn

Alessandro Anglani

Hyperdramaturgy, SEPHIROT®, playable performance, interactive storytelling, game design, performance, and R&D.
Email available through the protected contact button above.