Xavi Fradera

Welcome to my website.

My name's Xavi Fradera. I'm an experienced Game Producer and Product Manager with more than 30 years in the gaming industry.

With a background in Art and Game Design, I have successfully managed cross-functional teams and delivered high-quality projects across PC, Mobile, Consoles, and Coin-op platforms. I have a proven track record in live operations, monetization strategies, and full-cycle game development, from vision conception to release. Additionally, I have experience in mobile gaming entrepreneurship.

Adept at aligning creative and technical teams to deliver engaging player experiences on time, quality and within budget.

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Experience

Senior Interactive Producer — Nurture February 2025 – Present
  • Lead cross-functional teams to deliver high-quality projects on time.
  • Manage detailed production schedules and ensure smooth execution.
  • Integrate learning, gameplay, and narrative elements effectively.
  • Coordinate across departments: Learning, Writing, Game Design, Concept, UI/UX, 3D Art, Animation, Development and QA.
  • Coordinate a team working across multiple AI models to produce fully AI-generated animation for promotional videos across different IPs.
  • Own KPI tracking and analysis, identifying opportunities to improve retention and engagement.
  • Design and run A/B tests to validate improvements against key metrics.
  • Drive onboarding and UX improvements to deliver a smoother, more intuitive player experience.
  • Facilitate clear communication and remove production blockers.
  • Monitor progress and report regularly to the Chief Production Officer.
Senior Producer — Kwalee March – December 2024
  • Managed the development of "The Spirit of the Samurai" (PC/Steam), coordinating the team and different departments to ensure seamless collaboration.
  • Created project roadmaps and prioritized backlogs to ensure timely milestone delivery with high quality and within budget.
  • Led gameplay polishing efforts, balancing difficulty and ensuring a superior player experience.
  • Managed cross-departmental communication, streamlining workflows between QA, marketing, localization, and voice recording teams.
Lead Producer — Nexxyo Labs August 2023 – February 2024
  • Lead Producer on "Outer Ring MMO" (PC, Blockchain). Managed a team of more than 80 members (designers, artists, developers, backend, QA, etc.) in a Pods structure, creating project roadmaps, setting milestones, ensuring quality and getting things done as scheduled.
  • Outer Ring MMO is an RPG game of space exploration and open worlds. 5 species and 4 factions, PVP/PVE combats, crafting, social features, and a Blockchain layer where players can convert assets into NFTs.
Senior Producer — Nexxyo Labs April 2023 – August 2023
  • Senior Producer on "Outer Ring MMO" (PC, Blockchain). Led agile pods/teams to implement specific features, delivering high-quality work on time and within budget. Facilitated collaboration, managed sprints, and fostered continuous improvement.
Product Manager, CEO & Co-Founder — Gofra Games February 2020 – April 2023
  • Owned the game vision and transmitted it to the team. Created and prioritized the features backlog, ensured a unique game experience, constantly analyzed game data and KPIs for audience/market fit, balanced game economy, and developed monetization strategies.
  • Created the company Pitch and Business Plan; negotiated Spanish state loan (ENISA) and Catalonian county loan (ICEC-ICF); pitched to business angels, investors and forums; represented the company at 4YFN (MWC), GAMESCOM and Pocket Gamer Connect; managed crowdfunding attempts.
Product Manager — Safe365 / Alpify January 2019 – April 2019
  • Safe365 is a geolocalization app (iOS & Android) that allows users to take care of family and others through distance. Led a 14-person team to achieve established goals.
Game Producer — King August 2015 – November 2018
  • Led Sherpas Farm, a 13-person team in Barcelona providing remote support to Farm Heroes Saga — creating features and technical optimizations, coordinating with the main London team (iOS, Android).
  • Participated in the last production stage and Hard-Launch (iOS, Android, HTML5).
  • Led and managed a 30-person team with agile methodologies.
  • Set sprint goals and priorities, challenged the team to push gameplay quality.
  • Coordinated external dependencies: customer support, finance, legal, localization, marketing.
  • Analyzed and classified top-grossing games to create a set of "Social Rules" inspiring new game creation at King Barcelona studio.
  • Led production of game pitches and prototypes for Resource Manager games based on the Candy Crush IP (Unity).
  • Managed a 10-person agile team, planned schedules, and presented pitches to stakeholders.
Game Producer — Social Point October 2011 – July 2015
  • Led and motivated teams producing multiple IPs: creating new gameplay mechanics through constant iteration, designing new features, using analytics tools to track KPIs, and coordinating all game service elements (analytics, community, backend, QA, marketing).
  • 2015 – Dragon Land: Production and creation of core gameplay mechanics from scratch.
  • 2015 – 3rd Party Producer on casual games developed by external teams (iOS, Android).
  • 2013–2014 – Dragon City: Live-Ops Production (Facebook).
  • 2012–2015 – Social Wars: Live-Ops Production & Design (Facebook).
  • 2011–2015 – Social Empires: Live-Ops Production & Design (Facebook).
Game Producer — Virtual Toys December 2008 – September 2011
  • 2011 – Freak Wars: Torrente Online 2 (PC): Associate production and game design support.
  • 2010 – Hello Flowerz (DSiWare, PSP/PS3 minis): Production and game design.
  • 2009 – Imagine Rescue Vet (DSi): Production.
Game Producer — Gammick Entertainment September 2007 – December 2008
  • Managed external development teams: creating concepts, controlling production, managing outsourcing, checking milestones, controlling deadlines, ensuring quality and budget.
  • 2008 – Penguins & Friends (WiiWare): Preproduction and game design.
  • 2008 – Family & Friends Party (WiiWare): Production and game design.
  • 2008 – Elite Forces: Unit 77 (DS): Production.
  • 2008 – Fritz Chess (Wii, Xbox360, PS3, DS, iPhone, iPod): Production and game design.
Videogames Teacher — Universitat Politècnica de Catalunya 2006 – 2008
  • Taught at the Master "Diseño y creación de videojuegos" — game design and texture creation for videogames.
CG Artist — Freelance April 2005 – September 2007
  • Freelance Computer Graphics Artist for advertising and architecture.
Game Designer — Gameloft October 2004 – March 2005
  • Created concepts for different mobile games.
Graphic Artist, Art Director & Game Designer — Gaelco S.A. October 1991 – October 2004
  • 2004 – "Inmersion" (Coin slot): Redesigned and added WW2 submarines atmosphere and new minigames.
  • 2004 – "Quiz Crossword" (Mobile): Designed the game and created the graphics.
  • 2004 – "Ring Riders" (Coin-op): Game design and associate production — driving style, level design, final artwork — managing a 15-member team.
  • 2002 – "ATV Track: Quads on Amazone" (Coin-op): Wrote the main concept, designed all stages and adjusted driving/playability.
  • 1999 – "Smashing Drive" (Coin-op): Art Director — created the New York look, 3D modelling, texture mapping and 2D art.
  • 1998 – "Rolling Extreme (Street Ludge)" (Coin-op): 3D Artist — circuit decoration, modelling, texture mapping.
  • 1997 – "Radikal Bikers" (Coin-op): 3D Artist — created all circuits, modelling and texture mapping.
  • 1996 – "Speed Up" (Coin-op): 3D Artist — car models and circuits.
  • 1995 – "Touch and Go (Beach Volley)" (Coin-op): 2D Artist — all backgrounds and landscape animation.
  • 1993 – "Alligator Hunt" (Coin-op): 2D Artist — design and animation of enemies.
  • 1992 – "Squash" (Coin-op): 2D Artist — all backgrounds and animations.
  • 1991 – "Thunder Hoop" (Coin-op): 2D Artist — FX (explosions, special bullets).

Education

2017 Scrum Master Certificate
2007 Cambra de Comerç de Barcelona — "Essential Aspects in Company Managing"
1988–1991 Escola de Comic JOSO — Qualified as Comic Artist, Illustrator and Scriptwriter
1980–1984 Institut de batxillerat de Sant Feliu de Llobregat — BUP
1991–present Self-taught through experience: Game Production, Team Management, Game Design, Animation, 3D Art, Texturing and 2D Art.

Tools & Software

Jira, Microsoft Project, Word, Excel, PowerPoint. 3ds Max, Mental Ray, V-Ray, Final Render, Adobe Photoshop, Adobe Premiere, Combustion, RealFlow, ImageReady, AutoCAD, Autodesk Architectural Desktop, Dreamweaver.