Tow Bro
A fast-moving shooter exploring a curved world, clear combat readability and vehicle-based action.
Read the development diary ↗I lead game projects across creative direction, game design and production, connecting the experience we want players to have with the decisions teams make every day.
Former Art Director & Design Lead at Enver Studio · Open to remote and international opportunities

The work, the role I held and the creative and production choices that shaped each project.

An original game concept I developed with Enver Studio. See how the world, visual identity and VR constraints informed its direction.
Independent games in Unreal Engine, with their design questions and production progress shared as they evolve.
A fast-moving shooter exploring a curved world, clear combat readability and vehicle-based action.
Read the development diary ↗Greater Mantis High School explores stealth, puzzles, character perspectives and stress as a gameplay system.
Ask about the project ↗Three connected responsibilities, one direction for the project and the team.
Define the player experience and the visual principles that give the project a clear identity.
Turn ideas into systems, specifications and prototypes that can be evaluated in play.
Set priorities, surface dependencies and guide multidisciplinary work towards usable builds.
I’m a game development lead based in Valencia, Spain. At Enver Studio I worked as Art Director and Design Lead across games and VR, bringing a hands-on 3D background to multidisciplinary leadership.
Today I’m developing Tow Bro and GMHS in Unreal Engine, and I’m open to leading game projects with remote and international teams.
I’m available to discuss direction and production leadership for game projects.
me@carlosvillalba.me ↗