ABOUT
I'm a hands-on AD, I'm involved in the production at all levels to oversight the complete production.
My skill set allows me to be involved in all art aspects. I can implement, create assets in 3d, 2d, animation, rig, UI.
I lead conversations with Frontend to create optimal solutions and clarify scopes for art production, presenting pipelines, constraints, and benchmark. Always aligned with the product vision.
I have experience managing teams, with generalists and specialist. From concept to final implementation, 2d or 3d.
All artists have strengths and weaknesses that are also variable depending on the project needs. I like to enhance their strengths but also improve their weaknesses, being that technical skills, volume of work, or approach to a piece.
I also have experience working with UX specialists in different magnitudes of development.
Experienced with git and plastic.
As an additional perk, I have experience in sound design and have shipped some small games as creative director (art focus).
My skillset and experience make me a great asset for any game developer team.
In different circumstances my leadership went beyond and was promoted to overview at product level. Vision Holder/Product Owner/Team Lead, different roles with similar needs. I love that role and I think that depending on the scope/product I might prefer it over AD. Circumstances make you adapt.
I'm a hands-on AD, I'm involved in the production at all levels to oversight the complete production.
My skill set allows me to be involved in all art aspects. I can implement, create assets in 3d, 2d, animation, rig, UI.
I lead conversations with Frontend to create optimal solutions and clarify scopes for art production, presenting pipelines, constraints, and benchmark. Always aligned with the product vision.
I have experience managing teams, with generalists and specialist. From concept to final implementation, 2d or 3d.
All artists have strengths and weaknesses that are also variable depending on the project needs. I like to enhance their strengths but also improve their weaknesses, being that technical skills, volume of work, or approach to a piece.
I also have experience working with UX specialists in different magnitudes of development.
Experienced with git and plastic.
As an additional perk, I have experience in sound design and have shipped some small games as creative director (art focus).
My skillset and experience make me a great asset for any game developer team.
In different circumstances my leadership went beyond and was promoted to overview at product level. Vision Holder/Product Owner/Team Lead, different roles with similar needs. I love that role and I think that depending on the scope/product I might prefer it over AD. Circumstances make you adapt.
EXPERIENCE
- INVASOR STUDIO (2007 - 2008) - Artist
- ATAKAMA LABS (2010 - 2012) - Artist
- DENA (2012 - 2016) - Artist /AD
- BATTLEMANGO (2016 - 2019) - AD/Creative Director
- OSMO (2020 - 2022) - Senior Artist /AD/ Vision Holder
- OCL PLAY (2020 - 2023) - Product Owner
- GALA (2023 - 2024) - AD/Product Owner
Shipped games
- Terranova
- Little Cave Hero
- Dungeons and Dragons: Arena of War
- Star Wars: Galactic defense
- Viking Hunters
- Pocket Forest
- CountingTown
- Tangram 2
- Reading Adventure
Development/Liveops took over
- Hellfire: The summoning
- CommonGround World
- TheWalkingDead:Empires