I'm a game designer.
With five years experience in the industry, I've lead the design on games for clients such as Nexus Studios, Google.org, The Chinese Room, Samsung, Milo Creative and the UK Labour Party among others.
I have extensive experience building games that convey a message.
My services include: building project briefs, research, concepting and idea generation, systems design, deep game design, prototype building, user testing, balancing and level design, internal and external documentation. Whether it be an advertisement, social cause or political campaign, I can design interactive experiences that will leave your players charmed.
I'm MCV's Campaigner of the Year in 2018, one of Develop's 30 Under 30, a member of BAFTA jury, and keep active in the indie community in the UK, Spain (my home), and internationally. My personal games have been exhibited around the world, from London to New York.
When I'm not doing client work I'm working on my indie game: a femenist telenovela where you play as a telephone operator to a small Spanish town in the 1970s.
MCV Game Campaigner of the Year Award 2018 Winner
Gamesindustry.biz top 100 most influential games industry people 2018
Develop 30 Under 30 2017
BAFTA Crew 2017, 2018 and 2019
MCV Women in Games Awards 2017 Finalist
Develop Her Awards 2017 Finalist
Top 30 Influencers on twitter at the London Games Festival 2016
BAFTA Guru young talent 2016
MyGeoss Innovative App Award 2015
Brunel Best Game Award 2015
Solo talk. Deep Games. Freeplay (2019).
Solo talk. Cómo hacer juegos y pagar el alquiler. Guerrilla Game Festival (2019).
Solo talk. Deep Games. University of the Arts London (2019).
Solo talk. I've got a game degree! Now what?. Brunel University London (2019).
Panel with Edu Verz, Mariona Valls, Mauricio García. Chair: Rami Ismail. The State of Spanish Indie. GameLab (2018).
Solo talk. Guest Lecture: A short history of walking simulators. University of the Arts London (2018).
Panel with Ruth Adams, Shelley Cobb, Anamik Saha. Who sets the Public Agenda? The Cultural and Creative Industries in the era of populism. Brunel University London (2018).
Solo talk. Indie Soapbox. Game Developers Conference (2018).
Chaired. What is to be done? Games for social impact. Cybersalon (2018).
Panel with Winnie Wong and Ben Soffa. Chair: Kirsty Major. Building democracy's digital weapons. The World Transformed (2017).
Panel with Andy Payne and Nicolas Serres. Chair: Marijam Didzgalvyte. Playing with politics. The World Transformed (2017).
Panel with Mathew Kemp, Adam Simmons, Rob Yescombe, Rich Keith. Chair: Jake Tucker. An exploration of the impact of streaming on the evolution of game development. Future Games Summit (2017).
Joint talk with Constance Fleuriot. Organising a Games Jam. European Women in Games Conference (2017).
Solo talk. Wearing many hats in the games industry. UKIE Careers Bar at EGX Rezzed (2017).
Solo talk. Sublime Landscapes in Videogames. Art Arcana (2016).
Solo talk. Walking Simulators: The Digitisations of an Aesthetic Practice. DIGRA (2016).
Solo talk. Guest Lecture: Writing an MA Dissertation on Walking Simulators. University of the Arts London (2016).
Live interview with Keith Stuart and Jordan Erica Webber. Now Play This at the London Game Festival (2016).
Overground at BabyCastles. Pixels x Paper. BabyCatles, New York (2018).
Overground at London Games Festival. Now Play This. Somerset House, London (2018).
Invisible Garden at London Games Festival. Now Play This. Somerset House, London (2017).
Meeting at London Games Festival. Now Play This. Somerset House, London (2016).
Carbo-Mascarell, R. (2018) Rosa Carbo-Mascarell: 'Why do some people in the games industry still doubt their ability to affect change?'. In MCV. Online.
Carbo-Mascarell, R. (2018) Growth Patterns, Mapping Proteus. In Heterotopias 004. Online.
Carbo-Mascarell, R. (2016) Walking Simulators: The Digitisation of an Aesthetic Practice. In Proceedings of 1st International Joint Conference of DiGRA and FDG. Dundee, Scotland. DiGRA Digital Library.
Carbo-Mascarell, R. (2015) Featured Post: A Brunel University London Experience of the GGJ. In Gamasutra. Online.
Carbo-Mascarell, R. (2015) Wandering Through the Narrative: Environmental Storytelling in Gone Home. Brunel University MA Digital Games: Theory and Design program.
Carbo-Mascarell, R. (2015) Virtual Places: Creating a Sense of Place in Videogames. Brunel University MA Digital Games: Theory and Design program.
Carbo-Mascarell, R. (2013) Creating Meaningful Architecture: How does game design and technology create meaningful spaces?. University for the Creative Arts BA (Hons) Architecture program.