Hey, I’m Guillermo.
Creative director, art director, and game designer with 15+ years across AAA and indie
My Approach
Collaborative
I work as an extension of the team. Whether I'm directing art or shaping design, I stay close to the people building it, sharing the vision, giving clear feedback, and keeping everyone moving toward the same result.
Iterative
I build through cycles. I prototype, review, and refine until the look and the gameplay feel right, because the best work comes from tuning and pressure-testing, not first drafts.
TRACK RECORD
Sage Interactive Studios
Creative Director & Founder.
Leading original single-player projects, directing visual identity, worldbuilding, and cross-discipline alignment across art and design, while building the studio's creative foundation, pipeline, and long-term IP strategy.
Crystal Dynamics
Marvel's Avengers + Perfect Dark.
Guided the adaptation of Marvel's iconic designs for in-game use, directing vendors through detailed documentation and material callouts, and contributed early visual development on the Perfect Dark remake.
Universal Studios Japan
Resident Evil Biohazard: The Extreme
Recreated Raccoon City as a life-sized, walkthrough attraction, sculpting the iconic RPD entrance to scale and building each space for a hyper-authentic horror experience faithful to the games.
Wargaming
World of Tanks: Modern Armor
Helped redefine the game's visual identity and redesigned the garage and UI for a more cinematic experience, plus cross-brand integrations with Hot Wheels, G.I. Joe, and WWE.
Fun Dog Studios
The Forever Winter + an announced FPS.
Spearheaded an FPS prototype and defined its visual identity. On The Forever Winter, delivered concept art and 3D assets while helping refine level design, navigation, and environmental storytelling.
FAQ
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A concept artist? An art director? A man who once fought a bear using only a Wacom pen? All true (maybe). But mostly, I’m a visual storyteller who turns chaotic creative visions into polished, compelling worlds.
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Marvel's Avengers, Perfect Dark, World of Tanks, World of Tanks: Modern Armor, and a Resident Evil horror attraction at Universal Studios Japan, where Raccoon City came to life.
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Creative direction, gameplay and level design, pacing and feel, the documentation that holds it together, and keeping a team pointed the same way. Art's just the visible layer.
From the Teams I've Worked With
"Brilliant technical skills, and he understands art as part of a product. He never failed to deliver an asset that was better than what was requested."
— Manager
"Some of the most amazing character work I've ever seen. An asset to any studio looking for nothing but the best."
— Studio Operations Director
"He's the real deal when it comes to art and leadership, a cool-headed lead I still aspire to be."
— Senior Artist
"Creativity and passion that translate into quality concepts and production art. I'd recommend him to any studio."
— Product Lead