SENIOR PRODUCER - KWALEE
March - December 2024:
Managed the development of “The Spirit of the Samurai”
(PC/Steam), coordinating the team and different departments to ensure seamless collaboration.
Created project roadmaps and prioritized backlogs to ensure timely milestone delivery with high quality and within budget.
Led gameplay polishing efforts, balancing difficulty and ensuring a superior player experience.
Managed cross-departmental communication, streamlining workflows between QA, marketing, localization, and voice recording teams.
LEAD PRODUCER - NEXXYO LABS
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.
SENIOR PRODUCER
- NEXXYO LABS
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.
PRODUCT MANAGER, CEO & CO-FOUNDER - GOFRA GAMES
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
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: 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).
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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