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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
xavi fradera
Blogger
I started working in the games industry in 1991 as a 2D artist at Gaelco S.A, a coin-op Spanish games company. There I worked on different titles, as “Thunder Hoop”, “ Squash”, “Alligator Hunt” and “Touch and Go”. Around 1995, 3D coin-op games invaded arcades. Gaelco S.A. was forced to create its own 3D hardware to survive, and I became a 3D artist. I worked on the titles “Speed Up”, “Radikal Bikers” and “Rolling Extreme: Street Ludge”. In 1999, I was in charge of the Art Direction on gte title “Smashing Drive”. From 2001 to 2004 I worked as a Game Designer, and I designed two different racing game titles: “ATV Track: Quads on Amazone” and “Ring Riders”. From 2004 to 2007 I worked at Gameloft as a Game Designer, I taught at the “Universitat Politècnica de Catalunya” (university of Barcelona, Spain) on the Video Games Master, teaching game design and textures, and I worked as a CG Artist in an advertising production company. During 2007 and 2008 I worked as a 3rd Party Producer for Gammick Entertainment S.A., where I worked on the titles “Elite Forces: Unit 77” (DS), “Fritz Chess” (DS, WII, Xbox360 and PS3), “Family & Friends Party” (WIIWare) and “Penguins & Friends” (WIIWare). In 2009 I started working as an Internal Producer at Virtual Toys, where I worked on the titles “Imagine Resue Vet” for Ubisoft (DSi), “Hello Flowerz” (DSiWare) and “Freak Wars: Torrente Online 2” a F2P PC game where I'm currently working.