I am Carlos, Game Designer and Artist

Coming from Madrid, Spain, I first came to England with the hope of becoming a biologist, only to soon realised that I was not cut out for that career, for a time after I was also hoping to make my passion for art into a career by going into Fine arts, however I realised that fine art was not what I was hoping for, it was in a foundation course that I had learned of the possibility of becoming involved in games creation courses, I was never that focus on games in the past but I realised that the art of creating games was something that was always with in me from the very beginning without me realising, I used to create small games and stories with great diverging stories in diverse biomes and areas.
Despite me not knowing much about game creation at the start, I used my skills for art when creating aspects for games, I have come to understand that games and are more like each other, the skills to create a compelling illustrations are the same as to create a successful game, to understand how to use the design of a world to guide a player with the use of negative space and blocking, how to design a compelling environment, how to relay information to the player in visual forms by using diegesis, how to use perspectives in both 2D and 3D, any skill that an artist uses to impact a viewer can be used for games in various ways.​
For my projects I have had a long time to learn and figure out fully what is my role, what is expected from me and how to execute my tasks to the best of my abilities, I have come to understand well how I am supposed to work in games projects and understand well what is needed from me as well as the other roles, time management has always been a main issue for me and the entirety of the games industry.​
I am an artist, and my craft does go beyond the visual as I understand the effects of sounds and music, I have created a composite of ambiance and atmospheres fit for any successful horror game, I know and understand and how I can create a pacing in a game and dictate how players should move through them.