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.
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.
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.
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.
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.
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.
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.
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.
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.