Here you can find evidence of the work that I have developed as an Independent Designer and as part of a company.
I have worked as Graphic Designer in Gameloft since October 2007. It has been a multifaceted position that has allowed me to develop many areas and skills as a professional.
I work directly with the production team developing Graphic Design for different interactive projects focused on entertainment as well as the development of diverse tasks for the area of Human Resources and internal communication of the company.
Since I joined, I have been in charge of innumerable activities, including the redesign of the internal graphic material, such as badges, stationery, electronic signatures of the administrative staff, diplomas, recognitions, static and animated web banners, countless promos and material for the marketing departments , public relations and sales, and an endless list of activities related to design, including Interior Design, however, the ones that have had the most impact on the optimization of time and resources, are the design of the vacation system for the area of Human Resources, the system of tickets of activities for the department of Design, the elaboration of the audiovisual material for the celebration of the Tenth anniversary of the company, and my collaboration for the elaboration and adaptation of the manual of welcome for employees that is used internationally in different affiliations of the company .
I have done these activities on a par with my production dutties, which are vast and includes the design and animation of interfaces, 2D and 3D characters and environments, as well as the resolution of technical problems in any of these areas.
The projects I've done on the production area as a Designer have allowed me to work directly with people from different parts of the world, France, Canada, Argentina, Helsinki, the United States, China and South America, which has given me a lot of experience to know how to detect the graphic communication problems that I have to address remotely and with few clues, being my proactive attitude the element that has allowed me to solve every obstacle that has been presented to me.
I saw this job position on the internet few years ago, and I said, I GOT TO GET THIS JOB RIGHT NOW! I got rejected the first time, but I studied, did my research, and practiced, and the second time, months later, after 3 interviews, an art test and a MARIACHI ROBOT drawing on site, I asked directly to the manager for the job, and I got it.
As a 2D/GFX Artist, I develop High Quality Graphics for our games, interfaces, 2D art for characters and environments as well as character and props animations.
It has been a great ride! All the people I known and work with as an artist for Gameloft are very talented and professional, and it has been the most educational experience of my life.
Here you can find a few samples of the work I've done as a Graphic Artist for Gameloft.
While working in a video game company, a programmer friend and I talked about the idea of oing a project for fun in our spare time, it had to be quick and easy, something that was possible. Our first idea was to recreate a wack-a-mole with colorful characters, with the only goal to beat them and get points.
This trip was, somehow, unexpected. We stumbled across many obstacles that would leave us invaluable lessons today, and which are very different experiences of what we face when we work in a place where only have to do one job, and only solve one kind of problems.
I can say that many of these obstacles were in my personal beliefs, which I had to work, overcoming and restructure them as we got closer to a more polished product. This project was becoming increasingly complicated, and demanded more and more time from us, both, effort and dedication. I can say this project made me a more organized, creative, disciplined and above all, a more confident designer, I prove to myself I can achieve anything I propose.
Of course I know it can look better, but the most important thing I learn was: To let go, and to continue with the next project, it's not nearly perfect, but I must learn, and continue.
Outside Gameloft and my game projects, I've made this User Interface Tests. All art and final art were done in Adobe Photoshop and Adobe Illustrator.
All rights reserved to Transformers and Hasbro brand.
This are relevant tasks for upgrade my artistic skills based on experimentation, observation on form, design, lighting and composition.
When you're working on a video game studio, doing ports and a lot of production line work with some spare time, an almost inevitable question arises in all developers or designers I know: If we are doing this games together, why we aren't making our own games? WHAT IF we do this epic awesome gore mecha shooter with all those awesome cinematics like God of War, with the mechanics of Uncharted but with Mechas like Hawken, in a sandbox third person shooter...ONLINE, with DRAGONS!
Some of them are still wondering WHAT IF?, some others start working and realize that it's a mega epic journey of hard work and their idea actually requires lots of specialized people to work on it and, they start modify the original concept and make it.. doable.
This project wasn't our first idea, but it was a must, to prove us that, we actually can, finish a game, at least a small casual game and publish it.
The experience was, something very different that work on our common tasks, was a lot more exhausting. There wasn't obviously any paycheck, no producers, nobody pushing forward, no one motivating you, on the contrary, I found myself with a lot of obstacles, tiredness and critics that I wasn't expecting.
Advance despite criticism is sometimes the most difficult thing to do, everyone think they can do it better. I always try to make it better, but it's kind of tired hearing non-constructive criticism while you're trying to work on something you believe it's kind of cool. Looking backwards, I feel that this project, made me a better, more efficient, disciplined, creative and dynamic designer than ever before. And looking the final project, maybe I know I can pull this a lot better, but it's a huge satisfaction stepping out of the, WHAT IF? zone.
As a 3D Generalist Artist, I create single props, to entire environments for our games. Also, I optimize props, scenarios, and solve visual glitches and bugs for all of our AAA games, this require a lot of technical savvy as well as a good eye for all art related problems.
I found myself in this artistic path through drawing. I draw since I have memory, and I've found an invaluable tool in this ability, to put on paper anything my mind comes to imagine, or at least, at a level I can make myself clear to others of what my vision looks like.
Here are some drawings, anatomy studies and fast sketches.
Years after finishing my career in graphic design, I began a new career in Audiovisual Media, where I met a lot of very talented people in the Video and Film production area.
I've been able to help some producers with my drawing skills and my practice in visual communication through the development of storyboards. Here I leave some of the projects I've been involved.
Teaching has been a highly rewarding professional activity.
This semester I teached about Animation Principles and UXUI Basics. The students created 2 complete projects, managed the teams in trello and slack, review prototypes in invision and they presented their projects, their user studies, tests, personas, graphics, etc. to other interested people and show them their protos. It was really exciting seeing a lot of people interested in their proposals based on a current interesting study.
Actually, my hobbies are drawing and doing games, but as I did them my job, I can tell you other hobbies I have. Those are important to me because they've helped me with my focus, patience, and I can still apply my love for art, design and games to all that I do.
I started recently to Sculpting in clay, and doing some stuff in wood and strings for decorating my house and, why not, to make some extra money. I learned a lot about the materials, and the processes, and I think those hobbies actually can make me a better creative. I plan to use them for my game concepts as motivation totems, how cool is that?!. Also, it's a thing I can play with my daughter and she loves the results.