David Blas Lario

About me

You can call me David. I’m a Barcelona-based 2D Artist specialized in visual development for mobile games.

Over the past years, I’ve led the visual production of multiple game titles as the sole 2D artist on the team, taking full ownership of style definition, asset creation, and visual consistency across production. Working closely with Art Direction, UX, Tech and Product, I’ve been responsible not only for delivering high-quality artwork, but also for ensuring scalability, clarity and cohesion within live production environments.

Storytelling is at the core of my work. I approach each project as a world-building challenge, focusing on atmosphere, color harmony and emotional impact to elevate player experience. My main tool is Photoshop, complemented by solid experience in Blender and Substance, allowing me to bridge 2D and 3D workflows efficiently.

I’m particularly motivated by roles where I can combine strong artistic craft with ownership, collaboration and long-term product vision. My goal is to keep growing toward leadership positions where I can contribute both creatively and strategically.

Outside of work, I draw inspiration from animation and games that balance charm and emotional depth where art direction plays a key role in identity and engagement.

HOW I WORk

My process

In every new project, it’s essential to follow three main steps. This process applies to every asset in the visual development pipeline, whether it’s a character, background, or prop, ensuring efficient time management.

01.

– RESEARCH

Studying the brief for knowing the subject, doing a reasonable research about it.

-Reference gathering.

-Insights from history and culture.

-Blue sky explorations.

At this initial stage, it’s crucial to conduct extensive rough explorations to establish the style, mood, color, shapes, and proportions.

02.

– design

Once the blue sky brainstorming is complete, it’s time to choose the direction that best aligns with the brief.

-Creating variants of the chosen design.

-Refining the best option.

-Color variants and final decision.

Lastly, the packeting of the background with cutouts and references, and doing the same for character poses and turnarounds.

03.

– POLISH

Creating a polished version to showcase the final texturing, color, and details.

-One final render.

-Organize layers and files.

-Presentation and export files.

Final background shoot or character for lineup, along with design sheets if required.

WHAT PEOPLE ARE SAYING

Testimonials

AS 2D ARTIST FOR TILTING POINT

Recommendation letter

We are very pleased and privileged to be able to provide this recommendation for David Blas, who’s worked as an intern at Tilting Point.

One of the reasons we believe David to be a strong asset for your team is his ability to understand how Sr teammates function and grow quickly to match them. David in his responsibility as an intern always delivered excellent quality, under budget, in a timely manner, with a responsible and professional attitude.

In conclusion, we are more than happy to act as a reference for David and can speak to his service skill, work ethic, readiness and professionalism.

Please feel free to contact us should you require further information.

Sincerely,

Diana Egea Conesa

Lead 2D Artist, Tilting Point