I’m a multidisciplinary art and creative development professional with over 20 years of hands-on experience across console, PC, and mobile projects. I specialize in concept art, storytelling, and world-building, and I embrace an interdisciplinary mindset with deep product involvement across art, design, and gameplay. I’ve led creative teams, built IPs from the ground up, and collaborated closely with partners to pitch and launch ambitious experiences. I excel at turning ideas into compelling visuals and experiences, from early concepts and pitches through to in-game art direction, UI visuals, and marketing assets. My approach blends artistry with strategy, ensuring creative vision aligns with product goals and player engagement.

Gabriel Frizzera

I’m a multidisciplinary art and creative development professional with over 20 years of hands-on experience across console, PC, and mobile projects. I specialize in concept art, storytelling, and world-building, and I embrace an interdisciplinary mindset with deep product involvement across art, design, and gameplay. I’ve led creative teams, built IPs from the ground up, and collaborated closely with partners to pitch and launch ambitious experiences. I excel at turning ideas into compelling visuals and experiences, from early concepts and pitches through to in-game art direction, UI visuals, and marketing assets. My approach blends artistry with strategy, ensuring creative vision aligns with product goals and player engagement.

Available to hire

I’m a multidisciplinary art and creative development professional with over 20 years of hands-on experience across console, PC, and mobile projects. I specialize in concept art, storytelling, and world-building, and I embrace an interdisciplinary mindset with deep product involvement across art, design, and gameplay. I’ve led creative teams, built IPs from the ground up, and collaborated closely with partners to pitch and launch ambitious experiences.

I excel at turning ideas into compelling visuals and experiences, from early concepts and pitches through to in-game art direction, UI visuals, and marketing assets. My approach blends artistry with strategy, ensuring creative vision aligns with product goals and player engagement.

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Language

English
Fluent
Portuguese
Advanced

Work Experience

Studio Creative Director at Smoking Gun Interactive
December 31, 2024 - April 28, 2026
Part of studio leadership, driving strategic creative direction and spearheading initiatives to attract new projects. Responsible for developing brand-new game ideas and creating compelling pitches to sell concepts to partners and publishers.
Studio Lead / Game Director at What If? Games
January 1, 2022 - Present
Founded game studio; developed multiple pitches and a playable slice for KINSHFT: A TimePunk Adventure. Focused on IP world-building, storytelling, concept art, UI art, 3D modelling/texturing, and collaborated on overall game design in Unreal Engine 5.4.
Art + Creative Director at Kabam
January 1, 2013 - December 31, 2022
Responsible for all aspects of creative vision for Marvel Contest of Champions since inception. Creative roadmap, storytelling, concept art, key art illustration, marketing, community liaison, client approvals etc. Managed a 10+ person art team. Pitched and green-lit original spin-off Marvel Realm of Champions with Marvel and played similar creative roles throughout development and launch.
Art Director / Concept Artist at Exploding Barrel Games
January 1, 2010 - December 31, 2013
One of the founders of the studio and responsible for art direction and concept art for games such as Top Bar, Margaritaville Online, Blastron and others.
Art Director / Concept Artist at Rainmaker Ent. (contract)
January 1, 2010 - December 31, 2010
Art Direction and concept art for animated short film Cooper and Zinka, to be shown at the Canadian pavilion at the Shanghai World’s Fair.
Concept Artist at Radical / Activision (contract)
January 1, 2009 - December 31, 2009
Concept art and storyboards for Spider-Man 4 game.
Storyboard Artist at Goldtooth / Eidos Montreal (contract)
January 1, 2009 - December 31, 2009
Key storyboard frames for Deus Ex: Human Revolution pre-rendered cutscenes.
Concept Artist at EA BlackBox
December 31, 2002 - December 30, 2009
Concept art for vehicles, characters and environments for the Need for Speed Series, including NFS Underground 1 & 2, Most Wanted, Carbon and Pro Street.

Education

Bachelor's Degree in Communications at UFES (Brazil)
January 1, 1993 - December 31, 1997
2D Animation Diploma at Vancouver Film School
January 1, 2001 - December 31, 2002
Honours 2D Animation at Vancouver Film School
January 1, 2002 - December 31, 2003
Honours 2D Animation at Vancouver Film School
January 1, 2002 - January 1, 2003
2D Animation Diploma at Vancouver Film School
January 1, 2001 - January 1, 2002
Bachelor’s Degree in Communications at UFES (Brazil)
January 1, 1993 - January 1, 1997

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet