London, England, United Kingdom
Hi, I am a seasoned creative lead with a love for systems that bring out the best in us. I've pitched and designed award winning digital experiences for high profile clients like Google.org, Saatchi&Saatchi, the EU Commission, MLB, JYP Entertainment and more. With a background in games, architecture, installations and live experiences, I've been exploring the creative potential of digital and emerging tech for over a decade. I design for impact: from games that teach healthy relationships, apps to get kids moving, social platforms that do good and installations that fight climate change. I align creativity with strategy to create work that is meaningful. My work has been featured in The New York Times, NME, The Guardian, BBC and more. I've exhibited at The Somerset House and The Design Museum and spoken at GDC, San Francisco, Freeplay, Melbourne, GameLab, Barcelona, and many more from New York to London. An advocate for the games industry, I'm one of Develop's 30 Under 30, won MCV's Campaigner of the Year 2018 and am a BAFTA member. I also occasionally make educational content for my 50k followers on TikTok, helping the next generation of designers start their career journey. Website: http://rosacarbo.co.uk
Creative and game design services for creative studios. Crafting meaningful experiences for fans at the intersection of games, innovative tech, immersive and live digital events. Message me about working together! Available for short and long-term contracts, consulting, workshops and talks.
Research, prototyping and pitch development for a movement brand. Closed project having successfully delivered four app proposals that met the client's brief. + Market and audience research for emerging tech + Ideation and concept development + Rapid prototyping using Gemini + Documentation and presentation of concepts
Our team at Improbable split off into Imporium! Creating the future of live virtual concerts.
Leading creative and directing multidisciplinary teams behind interactive live experiences for global brands. Including pioneering the future of live virtual concerts and music-driven digital performance. + Design lead behind Jitter, the popular twitch game, KosmoPop, the k-pop virtual platform with Universal Music Group and JYP Entertainment, the MLB virtual ballpark and others. + Translating briefs into creative visions, treatments and storyboards that align with both client objectives and internal creative ambition. + Oversee end-to-end creative execution across design, art, engineering and production, ensuring quality, feasibility and coherence. + Manage client relationships, pitch concepts, and align stakeholders around bold creative ideas. + Mentor designers, elevate team craft and build a collaborative creative culture centered on innovation and audience impact. + Directed large-scale virtual concerts for global artists, working directly with talent teams from JYP Entertainment and Universal Music Group. + Experience handling talent such as TWICE, Cordell Broadus, high-profile YouTubers, actors and presenters both during development and live performance. + Handled live production as a showcaller, leading a tight team through multiple successful live events. + Leading the Do No Harm initiative, embedding ethical, pro-social and culturally sensitive design principles across projects. + Visualised and animated ideas using the Adobe Suite to successfully inspire clients and teams.
Consulted on early concepts for Headspace XR, shaping the early treatments and storyboards that guided internal teams and aligned stakeholders.