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September 21, 2018
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September 21, 2018
Games Press
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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xavi fradera

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.


Features by xavi fradera:
Classic Design Lessons: What Free-To-Play Can Learn From Arcades [12.22.11]