Discovering the secrets of entertainment.
Xavi Fradera en pleno trabajo

Welcome to my website.

My name's Xavi Fradera. I've worked in the gaming industry for years at different international companies. With a background in Art and Game Design, I’ve been working for more than 10 years as a Game Producer and Product Manager.

I have a big experience in all video game creation processes: Vision conception, pitching & prototyping, game production & releases, live ops, content updates, etc. I worked also on different platforms and technologies, as PC, Mobile, Consoles, Coin-op…

Also, I owned a gaming Startup, where I worked as Product Manager. I was the vision owner, being in charge of creating and prioritizing the features backlog, ensuring a unique game experience, constantly analyzing game data and checking KPIs to get a perfect audience and market fit, developing and planning monetization strategies, etc, ensuring the fun factor, quality, schedule and budget..

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August  2023 - February 2024: Lead Producer at "Outer Ring MMO" project (PC, Blockchain). In charge of the Production team to manage a more than 80 team members (designers, artists, developers, backend, QA, etc.) in a Pods structure, creating project roadmaps, setting milestones, ensuring quality and getting things done as schelduled.

Outer Ring MMO is an RPG game where the player embarcs in a journey of space exploration and open worlds. With 5 different species and 4 different factions to choose from, PVP and PVE combats, resources recollection, crafting, and many social features. The game has a Blockchain layer, where the player can convert all his/her assets into NFTs, sell them in the Marketplace earning some GQs, Outer Ring's cryptocurrency. Also, the player can buy anything he/she likes in this Marketplace, from needed resources to craft weapons or whatever, to the most powerfull weapon, or the fastest spaceship.


April 2023 - August 2023: Senior Producer at "Outer Ring MMO" project (PC, Blockchain). In charge of different Pods/Teams to implement specific features, following the general roadmap, Leading agile teams to deliver high-quality features on time and within budget. Facilitating collaboration, managing sprints, and fostering a culture of continuous improvement.


February 2020 - April 2023: 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 audiences.

As a PRODUCT MANAGER for “LCO Racing – Last Car Out” (iOS & Android): LCO Racing was a casual mobile racing game (iOS & Android), easy to play but difficult to master, adapted to all audiences. I owned the game vision and transmitted it to the team. I created and prioritized the features backlog, ensured a unique game experience, constantly analyzing game data to get insights and checking KPIs to get a perfect audience and market fit, balancing the game economy and writing hypothesis to continue iterating and improving the game, developing and planning a monetization strategies, etc., ensuring the fun factor, quality, schedule and budget.
As CEO: I created the company Pitch and Business Plan; negotiated Spanish state loan (ENISA) and Catalonian county loan (ICEC-ICF); pitched my project to different business angels, investors and investors forums, etc.; assisted to different expositions to represent the company, as 4YFN (Mobile World Congress), GAMESCOM and Pocket Gamer Connect, etc.; managed crowd-funding attempts, writing documentation and recording a pitch-video to explain the company project to interested investors


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.


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.


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: Live-Ops Production (Facebook social game).

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

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


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.


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.


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.


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


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.


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.


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.


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...


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. (

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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