Portfolio

Selected work from Graphic Design, UI, Mograph, Animation, Concept Art and Illustration.

Demoreel 2014
A selection of my most relevant work in video games.

Rivals_HUD_Cops

Need for Speed Rivals (2013) As UI Artist I was responsible for prototyping and implementing Front End and HUD elements in the game.

rivals_Cop_HUD_candy

Need for Speed Rivals (2013) One of my responsibilities was to shape the mood and look of the Cop's UI identity.

nfs15_HUD_wire

Need for Speed (2015) I collaborated with two Need for Speed games at GHOST: Rivals and NFS15. I worked closely with my team and game designers to create wireframes and mocks for UI.

nfs15_frontend_wireframe_social

Need for Speed (2015) NFS Network is a social media platform within the game where users can share their experiences. I created several iterations for this and other screens in the game.

Rivals_garage_selectCop

Need for Speed Rivals (2013) In Rivals we created modular UI elements for the front end in order to use resources effectively and also to maintain navigation consistency.

rivals_icons_customisation

Need for Speed Rivals (2013) My responsibilities also involved creating icons and symbolic elements for different areas of the game.

rivals_Map_navigation2

Need for Speed Rivals (2013) I collaborated with programmers to conceptualise tools for the UI system in the engine. By using bitmap images, rather than vectors, the UI system has a very low footprint on the game's memory.

nfs15_Map_full

Need for Speed (2015) For both Rivals and NFS15 I was responsible for creating the world map texture.

nfs15_D4_M

Need for Speed (2015) For NFS15 our tools allowed for a high resolution map. I used aerial images to create this texture.

syndicate_dart

Syndicate (2012) I was in charge of the video department at Starbreeze. My team and myself were responsible for the in-game content as well as for creating Mocks for UI and most of the Coop briefing videos.

syndicate_Aspari

Syndicate (2012) I was responsible for creating the DartScan in game solution which allowed us to display videos rigged to a 3D character in a UI framework.

hero_007

Goldeneye 007 (2009) I was responsible for the Intro Titles for the game and all the pre-rendered Briefing cutscenes. I was also responsible for managing and guiding collaborating Motion Graphics Artists.

Goldeneye 007 (2009) I was deeply involved creating a pitch video for Activision in order to win the contract for Eurocom. Our concept was to create a Fantasy UI system for the level briefings.

Vancouver 2010 (2010) I was responsible for post effects in-game, such as depth of field or motion blur. I was working mainly with cameras in the engine and I was also responsible for crating the attract video following the event's branding guidelines.


andeansky_Descargando-en-el-Mercado

Andean Sky (2016) Andean Sky is an interactive web-comic about Ecuador in the future. The story follows an immigrant who returns home. This image was one of my first explorations into this world.

andeansky_virgin

Andean Sky (2016) Religious identity is significant in the story. I wanted to imagine that despite progress people would continue believing in religion.

andeansky_cover_clean

Andean Sky (2016) Front Cover.

andeansky_cantunia_landing

Andean Sky (2016) Landing at Cantunia Sky Station.

andeansky_gloriaangry_cropped

Andean Sky (2016) The comic features interactive animation. The user decides when and how fast the animated elements will move on each page.

andeansky_Police

Andean Sky (2016) Police officer - Character design.

cgma_TemploExt

Andean Sky (2016) Icy temple - Environment design.

andeansky_reina2

Andean Sky (2016) My designs are influenced from the flora and fauna of Ecuador. For the industrial design I wanted to convey an organic feeling. I think that these machines should have their own personality just like characters do.

andeansky_gloriashouse3

Andean Sky (2016) The story focuses on a underground racing subculture and I wanted to reflect that on the environments.

climber_suit

Climber (2006) Character design for a 3D animation short film. The story follows a climber who has to confront his inner fears in order to continue his challenge.

climber_props

Climber (2006) Prop design for the film. Climber was included in the 2007 BANFF Mountain Film Festival World Tour Selection.

cgma_char_W7_Feedback

Character Design for Animation (2015) I was exploring a stylised look for this Wolf character.

cgma_char_W3_Feedback

Character Design for Animation (2015) I wanted to create shape variety for these pirate characters in order to reflect their personality.