Hi! I’m Rosa Carbo-Mascarell.

I lead creative teams to turn
complex briefs into meaningful experiences.

vision setting

user research

ideation

product strategy

leadership

documentation

prototyping

vision setting ⋆ user research ⋆ ideation ⋆ product strategy ⋆ leadership ⋆ documentation ⋆ prototyping ⋆

Improbable

Creative Design Lead

2022-Present

Lead creative and directed multidisciplinary teams behind interactive live experiences for global brands.

  • + Translated briefs into creative visions, treatments and storyboards that align with both client objectives and internal creative ambition.

    + Oversaw end-to-end creative execution across design, art, engineering and production, ensuring quality, feasibility and coherence.

    + Shaped tone, story, interactivity and live experience for global clients such as Universal, JYP, MLB and more.

    + Managed client relationships, pitched concepts, and aligned stakeholders around bold creative ideas.

    + Mentored designers, elevated team craft and built a collaborative creative culture centered on innovation and audience impact.

    + Led the Do No Harm initiative, embedding ethical, pro-social and culturally sensitive design principles across projects.

    + Visualised and animated ideas using the Adobe Suite.

Nexus Studios

Lead Game Designer

2019 & 2022

Led across a portfolio of immersive and emerging-tech experiences for global brands.

  • + Consulted on early concepts for Headspace XR, shaping the early treatments and storyboards that guided internal teams and aligned stakeholders.

    + Led the design for an AR children’s movement game, managing 3 designers to craft playful prototypes and guided user testing.

    + Sole designer on the AT&T 5G fan experience, translating complex technical requirements into interactive storytelling and rapid prototypes under tight timeframes.

    + Collaborated closely with animation directors, Unity developers, CG artists and producers.

    + Worked directly with clients to present creative concepts, articulate experience goals and align final delivery.

LoveShark

Lead Game and Product Designer

2020-2022

Creative lead from concept to launch and live-ops for Mochi, an AR dance game startup.

  • + Developed storyboards, UX flows and prototypes to communicate direction to designers, engineers and artists.

    + Directed rapid prototyping, creative sprints and playtesting to validate ideas and refine interactions.

    + Presented creative concepts and maintained high-quality delivery.

    + Unified creative vision across the team, game and fanbase.

    + Leveraged data-driven design to iteratively enhance user experience and gameplay.

    + Performed user research through interviews and playtesting to ensure player-driven design.

Milo Creative

Principal Game Designer

2020

Designed an educational game used in SEN schools nationwide.

  • + Designed and directed user research, testing and refinement at SEN schools through workshops and building a Unity prototype.

    + Ideated and pitched concept internally to agency and client, securing funding.

    + Game achieved documented positive social impact across all KPIs.

Experience Monks

Game Consultant

2020

Provided senior creative and game design consultation on a sports companion game for a major brand.

Digital Liberties

Creative Director and Co-Founder

2017-2019

Creating games and interactive experiences for impact.

  • + Created treatments, pitched and secured various clients including Google.org, the UK Labour Party and Nesta.

    + Built team and led narrative, art direction, production and cross-functional coordination to deliver high-impact projects.

Creative Industries Fed

Digital Content Officer

2016-2017

Shaped the organisation’s brand and digital content. Worked at the heart of the UK creative industries.

  • + Directed the organization's digital strategy and generated digital and physical content.

    + Improved user engagement through data-driven approaches to website flows.

    + Created the website UX/UI with HTML, CSS, and JavaScript to enhance user experience.

    + Managed a thorough digital audit, automating processes to increase efficiency.

    + Co-developed a bespoke CRM system with Purple Vision for efficient member management.

    + Administered the organization's Salesforce system post-training (ADM201 certified).

    + Created visual content for social media, newsletters and publications using Photoshop, Premier, After Effects and InDesign.

    + Produced event photography.

    + Collaborated with leading UK arts personalities and celebrities, hosting and documenting important events.

The Chinese Room

Designer

2016

Designed and illustrated a puzzle map of the video game Dear Esther for release as a special edition art print.

GamesAid

Operations Executive

2016

Increased the charity’s impact through events, campaigning, creative marketing and storytelling, resulting in substantial fundraising success of £1 million.

  • + Sole person responsible for the overall management and operation of the charity.

    + Increased organizational influence, placing GamesAid among the top 13 most influential organizations at the London Games Festival 2016.

    + Organized and sold out charity events like Stand Up for GamesAid, raising over £9,000 (a 30% increase from previous years).

    + Launched Jam Jar at the Global Game Jam, achieving national participation.

    + Assisted in raising close to £1 million, donating £95,400 each to 10 small UK charities.

Ludic House

Game Designer

2015-2016

Developed innovative games that garnered European awards.

  • + Developed creative concepts and pitch material which secured funding for an air pollution game.

    + Led the design of the game, which won the MYGEOSS Innovative Apps Award from the European Commission.

    + Provided game design consulting services to customers in the United Kingdom and Germany.

    + Created prototypes that made the shortlists of leading industry awards such as the Tribeca New Media Fund.

Blast Theory

Intern

2015

Investigated the convergence of live performance and interactive media, aiding in ground breaking projects at the intersection of theatre and gaming.

Galaxy Rise Games

Junior Game Designer

2013-2014

Member of one of the first small groups to develop early Oculus Rift games.

CSA Multistory

Filmmaker

2012-2013

Operated cameras and handled post-production for student-facilitated seminar recordings.

The RopeHouse

Architectural Assistant

2012

Supported the creation of the immersive installation The RopeHouse at The Secret Garden Party through spatial design, technical drawings, and hands-on build work.

MA Digital Games: Theory and Design

Brunel University, London

BA Architecture

University for the Creative Arts