
Concept, Environment & Team Management
From Graphic Artist to Lead Artist: My Journey at Virtual Toys
My career in the video game industry started at Virtual Toys, where I had the opportunity to begin as a graphic artist. This was a pivotal stage in my professional development, as I naturally progressed from basic graphic design roles to management and organisational responsibilities. My transition from architecture to video games allowed me to merge technical and creative skills, leading me to direct the art for major projects, including a pirate-themed game. This period not only helped me refine my artistic abilities but also sparked my passion for leadership, an area where I excelled.

Pirates Treasure Hunters
Release Date 2016
A Swashbuckling Adventure in Strategy and Combat
Working on Pirates Treasure Hunters was an incredible experience and one of the highlights of my time at Virtual Toys. In this game, I not only had the opportunity to create concepts for several of the main characters but also collaborated on editing the environments to achieve the desired artistic finishes. During my time on this project, I took on the role of leading the art team, which was a significant challenge as it was my first large multidisciplinary team. This experience allowed me to solidify my leadership, coordination, and artistic vision skills, elevating the project to a quality level I am very proud of.


Phineas and Ferb across the 2nd dimension
Release Date 2011
Adapting an Iconic Platformer for PS Vita
Phineas & Ferb: Across the Second Dimension is a platformer game released on multiple platforms, including the PS Vita port, where I played a key role. My main responsibility in this project was the complete adaptation of the game’s interface for PS Vita, ensuring that it maintained both functionality and aesthetics on the new platform. This port allowed me to apply my technical skills while also learning how to adapt user interfaces for different devices with unique specifications. It was a valuable experience that reinforced my knowledge in creating and adapting UI for multiple platforms.


Freak wars
Release Date 2010
Conceptual Design and Level Creation in a Dynamic FPS World
Freak Wars is a Free to play first-person shooter, where I played several key roles. My work initially involved creating concepts for a few characters, but I quickly became involved in environment design. I started by adjusting some existing levels, but eventually, I led a team in creating numerous environments for the game. This experience allowed me to expand my skills in level design and lead a multidisciplinary team to create immersive and strategically designed settings. It was a challenging project, but the personal and professional growth I experienced was substantial.


Girls Life Fashion Adict
Release Date 2009
Designing for the Next Generation of Fashion Enthusiasts on Nintendo DS
Girls Life was a Nintendo DS project focused on fashion design for girls. In this title, I had the opportunity to create all the 2D visuals, allowing me to apply my artistic style to a younger audience. This project taught me a great deal, both technically and creatively. Working on a portable console like the DS helped me understand the limitations and opportunities of designing for small, low-resolution screens. This game allowed me to develop a sensitivity towards designing for a specific target audience, which was both a challenge and a highly rewarding experience.


Yummy Yummy Cooking Jam
Release Date 2008
Fast-Paced Fun with a Unique Visual Style
Yummy Yummy Cooking Jam was the first game I developed from scratch, with my own visual style being a key part of the project. I worked closely with the studio director, who acted as the lead designer, alongside a programmer, and later with my supervisor and the full team to strengthen the visual and gameplay aspects. This Wii title, while simple in concept, focused on fast-paced food service mechanics. Despite its simplicity, the core mechanics have become commonplace in many modern mobile games. It was an enriching experience, not only because it was my first project with full creative input but also due to the invaluable lessons I learned about teamwork and taking an artistic vision from concept to completion.
