Discovering the secrets of entertainment.
 
 
Xavi Fradera en pleno trabajo

Welcome to my website.

My name's Xavi Fradera. I've worked in the video game industry since 1991. I’ve been working In the last decade as a Game Producer, and before that I’ve worked as a Game Designer, Art Director and Artist.

I have a huge experience in all video game creation process: Vision conception, pitch and prototyping, development production, and, once live, Content updates production. Specialized in creative production, managing all game development process, ensuring the fun factor, quality, schedule and budget. Also confident about using Intelligence tools to check KPIs to match the game with the users behavior and get established goals.

I’m capable of transmitting enthusiasm to the team members and creating a highly motivated and effective working atmosphere. Also confident about dealing with licensors, publishers, technology owners and managing outsourcing.

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CO-FOUNDER - GOFRA GAMES

 February 2020 - Present: Gofra Games is a mobile gaming company. Our vision, focus and work philosophy have always been the creation of fun games, different and unique, based on clear and intuitive concepts, easy to play and really adapted to all audiencesI'm currently working as a Game Director on our first mobile videogame.

2020 - UNDISCLOSED MOBILE VIDEOGAME: I'm currently working as a Game Director.

PRODUCT MANAGER - SAFE365 / ALPIFY

January 2019 - April 2019: I worked as a Product Manager at Safe365 /Alpify.

2019 - SAFE365: Safe365 is a geolocalization app (iOS & Android) that allow users take care of family and other people through distance. In charge of a 14 people team to make Safe365 get established goals.

GAME PRODUCER - KING

August 2015 - November 2018: I worked at King as a Game Producer.

2018 - FARM HEROES SAGA: In charge of Sherpas Farm, a 13 people team located in Barcelona that gives remote support to the game Farm Heroes Saga, creating features and doing some technical optimizations, coordinating with the main team located in London (iOS, Android).

2018 - DIAMOND DIARIES SAGA: Participated in the last production stage and Hard-Launch (iOS, Android, HTML5).
- Leading and managing a 30 people team working with agile methodologies.
- Giving feedback and challenging the team to push forward gameplay and quality.
- Setting sprint goals and priorities, and helping the team on sprint planning.
- Coordinating external dependencies (customer support, finance, legal, localization, marketing...) to get things done on schedule.
2017 - SOCIAL GAMES RESEARCH done on top grossing games. The goal was to analyse and classify top grossing games in order to create a set of "Social rules" to inspire the creation of new games at King Barcelona studio.

2015 to 2017 - GAME PITCHES & PROTOTYPES: In charge of the production of several game pitches and prototypes for different Resource Manager games based on the Candy Crush IP (Unity).
- Leading and managing a 10 people team working with agile methodologies.
- Planning a schedule and getting an agreement on it with stakeholders.
- Managing the prototype production, setting priorities and sprint goals.
- Being the Vision Holder, presenting game pitches and prototypes to stakeholders, collecting their feedback and taking decisions based on it.

GAME PRODUCER - SOCIAL POINT

October 2011 - July 2015: I worked at Social Point as a Game Producer and Designer. In charge of the production and design on different IPs. Leading, managing and motivating the team to get a good balance between gameplay, quality and schedule. Creating new gameplay mechanics through constant iteration until get the fun factor from scratch for new IPs. Designing and implementing new features to make the game more fun, viral and profitable. Using Intelligence tools to check all KPI game metrics to match the game with the users behavior. Coordinating all game service elements (Data analytics, Community Management, Backend, QA, Marketing...) to get established goals on live games.

2015 - DRAGON LAND: Production and creation of the core gameplay mechanics from scratch: character controls, enemies behaviour, game goals, levels design style, etc.

2015 - 3rd Party Producer on casual games developed by external teams (iOS and Android).

2013 to 2014 - DRAGON CITY: Production (Facebook social game).

2012 to 2015 - SOCIAL WARS: Production & Design (Facebook social game).

2011 to 2015- SOCIAL EMPIRES: Production & Design (Facebook social game).

GAME PRODUCER - VIRTUAL TOYS

December 2008 - September 2011: I worked on Virtual Toys, designing and producing videogames for all platforms. I was in charge of a development team, managing and leading it to ensure a good balance between gameplay, quality and schedule.

2011: FREAK WARS: TORRENTE ONLINE 2 - beta (PC). Associate production and gave support on game design.

2010: HELLO FLOWERZ (DSiWare, PSP/PS3 minis). Production and game design.

2009: IMAGINE RESCUE VET (DSi)Production.

GAME PRODUCER - GAMMICK ENTERTAINMENT

September 2007- December 2008: I was the producer for different external teams that developed games for Gammick Entertainment S.L., creating and writing new ideas, controlling the entire creation process, managing outsourcing for our developers, checking milestones,  controlling deadlines, ensuring quality of all content and budget.

2008: PENGUINS & FRIENDS (WIIWare). Preproduction and game design.

2008: FAMILY & FRIENDS PARTY (WIIWare). Production and game design.

2008: ELITE FORCES: UNIT 77 (DS). Production.

2008: FRITZ CHESS (WII, Xbox360, PS3, DS , IPhone, IPod). Production and game design.

VIDEOGAMES TEACHER

2006- 2008: I've been teaching at the Master "Diseño y creación de videojuegos" (Design and creation of Videogames) at the Universitat Politècnica de Catalunya, teaching game design and texture creation for videogames.

CG ARTIST

April 2005- September 2007: Freelance Computer Graphics Artist for advertising and architecture.

GAME DESIGNER

October 2004- March 2005: Game Designer at Gameloft. Created some ideas for different mobile games.


October 1991- October 2004
: Graphic Artist, Art Director and Game Designer at Gaelco S.A. Gaelco S.A. is an important company that creates, developes and produces coin-op arcade games.

2004 - "INMERSION": (Coin slot machine). Retake on an early idea for a gamble game where I've redesigned almost  everything, added a WW2 submarines atmosphere and added new minigames.

2004 - "QUIZ": CROSSWORD (Mobile). It's a mobile crosswords game that used the name of a well-known Spanish magazine. I designed the game and did the graphics.

2004 - GAME "RING RIDERS" (Coin-op). The game is about a bike competition where you have to get the highest score to win. To get points you have to go through coloured rings placed on the way and make some acrobatics on jumps. I did the game design and associate production, so driving style, level design, final art work, etc were under my responsibility. I've been in charge of a 15 member team (graphics artists and programmers) ensuring project milestones.

2002 - GAME "ATV TRACK: QUADS ON AMAZONE" (Coin-op). I worked on an ATV sport game where the concept was to ride a 4 wheels bike through the Amazone. I started with an idea of mine and then I wrote the main concept of the game, designed all the stages, the gags that happen on them and adjusted driving style and playability.

ART DIRECTOR

1999 - GAME "SMASHING DRIVE" (Coin-op). I created, along with de game designer, the New York's look for  this game. I made the decoration of some circuits as well: 3d modelling, texture mapping and 2d artist.

3D ARTIST

1998 - GAME "ROLLING EXTREME (STREET LUDGE)" (Coin-op). In this sport game I made the decoration of some circuits: 3d modelling, texture mapping and 2d artist. Also brought some ideas that improve the wow aspect of the game.

1997 - GAME "RADIKAL BIKERS" (Coin-op). I created all circuits. I also made the decoration of some circuits: 3d modelling, texture mapping and 2d artist.

1996 - GAME "SPEED UP" (Coin-op). I worked creating the car models and some circuits. 3d modelling, texture mapping and 2d artist.

2D ARTIST

1995 - GAME "TOUCH AND GO (BEACH VOLEY)" (Coin-op): I created all backgrounds and landscape animation.

1993 - GAME "ALLIGATOR HUNT" (Coin-op): I made the design and animation of some enemies, like the main alien alligator and some alien spaceships.

1992 - GAME "SQUASH" (Coin-op): I created all backgrounds and did some animations.

1991 - GAME "THUNDER HOOP" (Coin-op): I created FX of the game, as explosions, special bullets...


EDUCATION

2017: Scrum Master Certificate

2007: Cambra de Comerç de Barcelona - "Essential Aspects in Company Managing"

1988 - 1991: Escola de Comic JOSO - Qualified as a Comic Artist, Illustrator and Scriptwriter. (www-escolajoso.com)

1980 - 1984: Institut de batxillerat de Sant Feliu de Llobregat - BUP

1991 - Current days: My Experience - All my knowledbe about videogames has been learned through my experience: Game Production, Team Management, Game Design, Animation, 3D Art, Texturing and 2D Art.

I have a good command on Jira, Microsoft Project, Microsoft Word, Microsoft Excel and Microsoft Powerpoint. I have also good command on 3dsmax and its different Render Engines (Mental Ray, Vray, Final Render), Adobe Photoshop, Adobe Premier, Combustion, Realflow, Image Ready, AutoCad, Autodesk Architectural Desktop and Dreamweaver.

 

 
   
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