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Carlos Villarreal Kwasek
Carlos Villarreal Kwasek
Art Director & Co-Founder at Wild Games
Stockholm, Sweden

Summary

Creative and experienced Game Developer with a diverse background in animation, graphic design, and multimedia. Passionate about shaping memorable player experiences, with extensive expertise in games, UI/UX, character animation, VFX, and art direction. Proven track record of leading teams and collaborating across disciplines to deliver high-quality, visually immersive games.

Skills

Art DirectionConcept DesignLook DevelopmentMotion GraphicsUser Interface DesignUX Design

Software proficiency

Photoshop
Photoshop
Corel Painter
Corel Painter
After Effects
After Effects
Maya
Maya
Softimage
Softimage
Frostbite Engine
Frostbite Engine
InDesign
InDesign
Illustrator
Illustrator
Blender
Blender
Dreamweaver
Dreamweaver

Productions

    • Video Game
      Battlefield V
    • Year
      2019
    • Role
      UI Artist
    • Company
      DICE
    • Video Game
      Battlefield 1 They Shall Not Pass
    • Year
      2017
    • Role
      2D Artist
    • Company
      DICE
    • Video Game
      Need for Speed
    • Year
      2015
    • Role
      UI Artist
    • Company
      GHOST
    • Video Game
      Need for Speed: Rivals
    • Year
      2013
    • Role
      UI Artist
    • Company
      GHOST
    • Video Game
      Battlefield 4
    • Year
      2013
    • Role
      Cinematics Artist
    • Company
      DICE
    • Video Game
      Syndicate
    • Year
      2012
    • Role
      Motion Graphics Artist & Video Producer
    • Company
      Starbreeze
    • Video Game
      Rio
    • Year
      2011
    • Role
      UI Artist
    • Company
      Eurocom
    • Video Game
      Dead Space: Extraction
    • Year
      2011
    • Role
      Animator
    • Company
      Eurocom
    • Video Game
      GoldenEye 007: Reloaded
    • Year
      2011
    • Role
      Motion Graphics Artist
    • Company
      Eurocom
    • Video Game
      Goldeneye 007
    • Year
      2010
    • Role
      Motion Graphics Artist
    • Company
      Eurocom
    • Video Game
      Vancouver 2010
    • Year
      2010
    • Role
      CG Compositor
    • Company
      Eurocom
    • Video Game
      Ice Age: Dawn of the Dinosaurs
    • Year
      2009
    • Role
      CG Compositor
    • Company
      Eurocom
    • Video Game
      G-Force
    • Year
      2009
    • Role
      CG Compositor
    • Company
      Eurocom
    • Movie
      Agent Crush
    • Year
      2008
    • Role
      CG Artist
    • Company
      Prime Focus

Experience

  • Art Director & Co-Founder at Wild Games
    Stockholm, SE
    December 2019 - December 2019

    Artist and Co-Founder of Wild Games, an independent mobile game studio backed by Supercell. As Art Director, I oversaw the studio's creative direction, developing engaging visual experiences for mobile games. Key responsibilities include:

    • Leading the design and art direction for multiple mobile game projects.

    Building and nurturing a talented team of artists and developers.

    • Collaborating closely with developers to ensure seamless integration of art and gameplay.

    • Managing and coordinating all visual aspects, from concept art to final assets.

    • Shaping the studio's creative vision and ensuring consistency across all projects.

  • 2D Artist at DICE
    Stockholm, SE
    November 2016 - September 2019

    Contributed to the UI design for two major titles in the Battlefield series:

    • Battlefield 1: They Shall Not Pass and Battlefield V

    Key Responsibilities:

    • Collaborated with the design and development teams to create immersive and intuitive user interfaces.

    • Designed and implemented in-game UI elements, including menus, HUDs, and icons using Frostbite.

    • Collaborated with the development team to refine and expand the existing web kit, creating art guidelines to ensure visual consistency with the game’s overall art direction.

  • Artist at Freelance
    Oslo, NO
    January 2015 - October 2016

    As a Freelance Designer, I collaborated on a variety of projects across different industries, including game design, illustration, and editorial design. Key projects include:

    • Amerisis | Concept Artist | Remote

    Developed character and environment designs for TSAMARU, a board game based on Ecuadorian folklore. Created visual assets that represented the cultural heritage and themes of the game.

    • OSCE | Graphic Designer & Illustrator | Remote

    Created illustrations and designed layouts for OSCE’s Security Community Magazine, a publication distributed across 57 countries. Designed both print and digital versions of the magazine, ensuring high-quality visuals and effective communication.

    • Need for Speed (2015) | UI Artist | Client: GHOST, Electronic Arts

    Designed UI elements for the game, ensuring a seamless and engaging player experience.

  • UI Artist at GHOST EA
    Gothenburg, SE
    September 2012 - December 2014

    Worked as a UI and Motion Graphics Artist on Need for Speed Rivals. Responsibilities included:

    • Designing UI elements, motion graphics, and transitions for racing games.

    • Ensuring that the UI was integrated smoothly into gameplay, optimizing for user experience and performance.

  • Cinematics Artist at DICE
    Stockholm, SE
    March 2012 - June 2012

    Worked on the early pre-production stages of Levolution for Battlefield 4. Responsibilities included:

    • Creating cinematic sequences and developing visual assets for the game's environmental effects.

  • Video Producer at Starbreeze Studios
    Uppsala, SE
    August 2011 - February 2012

    Led the video department for Syndicate, producing motion graphics and cinematic sequences.

    • Oversaw the creation of all video and motion graphics content.

    • Contributed to UI art and design for the game.

  • CG Compositor at Eurocom
    Derby, GB
    September 2008 - January 2011

    Worked on multiple high-profile games, contributing to both the visual effects and animation departments. Key Responsibilities:

    • Compositing & Motion Graphics: Led compositing and motion graphics efforts for several titles, including GoldenEye 007, Vancouver 2010, and G-Force, ensuring visual cohesion and seamless integration of assets.

    • Tech: Supervised the build and implementation of an in-house render farm for post production.

    • Collaborated with cross-functional teams to deliver polished, high-quality cinematic sequences and in-game assets.

    • Character Animation: Created and refined character animations for Dead Space Extraction, including cleaning and enhancing motion capture data to ensure lifelike, fluid movement.

    • UI Design: Worked as a UI Artist on Rio, designing and implementing UI elements to optimize user experience.

  • Character Animator / CG Generalist at PrimeFocus
    London, GB
    May 2007 - September 2008

    Worked on character animation and VFX for commercials and film. Key responsibilities included:

    • Creating high-quality character animations for commercial and film projects.

    • Designing concepts and working on 3D generalist tasks.