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Let's spread fun allover the world!

Hi there!

My name is Ferran.
I love to have fun making people have fun.
Welcome to my website.

I’m a Transmedia and Game Designer from Barcelona, although I’m always abroad: I love discovering new places!

The connection between fun, technology and creativity is my passion. I love to research, conceptualize and combine these three lovely fields to generate meaningful work. Work that matters.

So...would you like to know a little bit more about me?



Let’s keep talking, then!

I was born in Puig-reig, a small village close to Barcelona, twenty-four years ago.

I love eating. Deep conversations. Playing music. Philosophy. Loving people. Supporting FC Barcelona. Creative processes.
I hate traffic jams. Grain legumes. Lies and lying. Being bored. Being late. Inefficiency.

I'm good at...

Sometimes I talk to machines!

And I've survived some softwares.

I spend my time at...

Carnegie Mellon University - - Research Scholar
IEBSchool - - Professor
TICdate - - Organizer
My superhero den! - Ferran's Twitter - Freelance

Feel free to download my resume here.

My stuff.

Since I started my hero journey in the field of Multimedia Communication, I’ve done some cool projects that make me feel quite proud. I hope you like them!

What if you were in...?
The Squad of Fun

My ears.

I love deep conversations, to get in touch with cool people (like you!) and to recieve lots of suggestions. That’s why I ask you: don’t be shy, feel free to contact me!

You can also find me on


Bye bye!

That’s all! I hope that you keep visiting my website and checking all the stuff I do. You’ll always be welcome, my friend!

Traininglab Applied board game

project memory here

My role in the project: whole project guy!

Traininglab is an applied board game designed to help young people learn the very basics of chemistry in a distended, pleasant and motivating way.

Times change. People change. The whole world changes. It is designers’ job to detect these changes and adapt their work to them. In the end, we are supposed to think with the main goal of making people’s life something better, aren’t we?

As said, so, people has obviously changed in the last few years. Nowadays, we are not just looking at the functionality of things. We want something more than this. Some marketing experts call it ‘the added value’, a clear example about this is Apple. Why do we see an iPhone or an iMac as a beautiful and attractive product? As rational beings, we humans are in a constant search of happiness. We want something more than ‘functionality’ in all the areas in our lifes. We love fun, we love surprise, we love pleasure… We love to feel motivated and engaged to whatever we do.

My dissertation, ‘The Revolution of Fun’ is an investigation about games applied to non-game contexts. This means that I’m researching how can games and their fundamental elements help making people’s lifes more fun, but also better, more productive and efficient. Topics like ‘Serious Games, Gamification, Gameful Design...’ and the theories behind them are being analyzed and put in context within the dissertation.

Therefore, this project was a great opportunity to do a practical approach to this topic. An excellent chance to develop a practical case and test all the theoretical work done during my research. So it's all about a game. But not a videogame; a board game. ‘Why? Aren’t board games quite old-fashioned?’, someone could argue.-yes, they totally are. But not due to their essential condition: they have just been overcomed by other kind of games that have adapted themselves to, as said before, people’s evolution. In essence, board games are a great way to bring people together, which is something really powerful.

Thus, this project is about designing and producing a board game adapted to contemporary users’ needs (specially Transmedia Communication) but not just for fun. An analogue game that doesn’t necessarily need to be based on a classic board. As said in the start of the brief, games are a powerful way of making people’s life better, so this game is going to be applied to a real-life situation where something needs to be solved or achieved.

AlgoRhythms Interaction design

more videos here

My role in the project: production, concept, art direction, interaction design, programming

AlgoRhythms is an experimental project where music, technology and interaction design meet. By hacking a series of toy musical instruments, it allows users in different locations to jam and generate a collective piece of music.

It’s so common (too common, we would say) that people have a negative conception about both technology and the digital or virtual world. However, nowadays everyone is connected to the net. All of us, each of our lifes are connected and flowing between the digital and the analogue real world. And we really enjoy the advantages of it. Isn’t it a paradox, then, that a lot of people blames at technology and digital stuff by system?

Giving it it’s correct use (and consequently knowing that it’s not a mean but just a tool to achieve it), technology is one of the most powerful things ever. In our opinion, it’s specially interesting for two main facts:

1- It has the ability to enhance and increase the potential and skills of both people and objects. By using technology, we are able to do things that we wouldn’t be able to do ourselves.
2- It has the ability to connect people no matter where they are. As far as we think, when we are talking about people’s skills and talent, 1+1 is never going to equal 2. It’s gonna equal 25. Thus, it’s really amazing that technology let us connect talents allover the world, in an instantany way.

That’s why we are really excited about this project. Technology both gives us SUPERPOWERS and FREEDOM to connect with whom we want (and even be wherever we want!), and we would like to make people understand how great it is.

Therefore, the aim of this project is to give people the chance to experience the powers increase of a silly analogic object that becomes awesome through digital technology, at the same time as the a feeling of connection with other talents in a remote place. By this, making people think over the character of digital technology and letting them experience the great positive potential it has.

What if you were in..? Gamification

more information here

My role in the project: production, concept, game design, programming

'What if you were in...' is an interactive installation me and James Miller designed to positivize the experience of being stucked in front of a railway-crossing when the barriers are down. This is such a negative, boring and even frustrating experience, and this project aims to turn it into a memorable one.

By using a tridimensional structure including a TV screen and a Kinect Sensor, 'What if you were in...' allows users to see themselves where they would rather be, automatically generating a change of mindset by providing a short but fun moment.

The exhibition of this project had some impact on the media:
Lincolnshire Echo (local newspapers)
University of Lincoln
ERAM - University of Girona

Meemm Interactive art

check the project memory here

My role in the project: whole project guy!

Have you ever thought about how everything you experience along your life infuences the way you are? About how does it affect your development as an individual? And in which way and to what extent, after all, these sometimes inconsequential (and sometimes not) facts can modify your own being?

We all would agree giving a resouding ‘Yes!’ in response to those questions. It’s clear that we, both physically and pyschologically, are a result of our experiences, besides many other things. But let’s bring it to a deeper point of view. If those experiences modify us, plus the fact that our biological system also keeps changing and regenerating along our life, what makes us remain as an individual? Are we, thus, “the same individuals” our whole life?

“You could not step twice into the same river; for other waters are ever flowing on to you.” - Heraclitus

Just get into this room and feel free to interact with each of the elements it contains. Feel free to experience a new change in your identity.

Inund'AR Interaction design

My role in the project: whole project guy!

Exhibited @ Festival Inund'Art (Girona, 2012).

InundAR aims to be an union between two often distant (but essentially so close) fields: art and technology. Thanks to a mechanical structure that allows a webcam move horitzontally with a joystick and a rotation potenciometer, it gives the user the chance to see animated simulations of some important paintings as Augmented Reality.

Gaaboo Applied game

more videos here

My role in the project: concept, game design, programming, electronics, crafting

Gaaboo is a transmedia project that aims to transmit and reflect on values related to social awareness. The main focus of the project is a Serious Game, installed in a travelling multi-screen mobile facility.

Much of Western society today fails to firmly promote moral values that should be considered essential for human beings. We mean universal values such as environmentalism, unselfish effort, respect towards others... values that create a high quality and fertile social fabric in all areas and sectors.

At Gaaboo we believe that it’s very important to generate a change in this respect. That’s why we’ve decided to implement a project whose goal is to transmit this need for change to the largest possible number of people. And what better way to do so than by giving the message an attractive and innovative format? We believe that the combination of creativity and an element of technology can help make the transmitted message more attractive and more engaging on simple viewing, which will help increase the number of people who take it on board. So we’ve decided that the main focus of our project will be a Serious Game installed in an interactive mobile facility that we aim to take to as many places as possible.

Nevertheless, this Serious Game is not the be-all and end-all of Gaaboo; it’s simply the main focus. The project also incorporates a series of Social Network dynamics so that the users who choose to join the community remain active and continue to receive inputs that enable them to develop their social awareness. What’s more, Gaaboo aims to keep growing, to which end it envisages the creation of new contents (mainly digital but also analogical) related to the narrative of the initial Serious Game.

This narrative revolves around a group of small beings, the Gaaboolians, who are a reflection of human beings at their most primitive: beings with a total lack of collective awareness who act without considering the potential consequences of their actions. They never do this out of spite; they are simply unaware of the impact. So our mission is to help these beings realise the importance of thinking about others, of taking into account the fact that their actions have direct repercussions in the collective context. In essence, it’s a metaphor for the real scenario that we wish to address.

The Squad of Fun Gamification

more information here

My role in the project: concept, game design, production

The Squad of Fun is a transmedia gamified system implemented to improve and enhance the learning experience my students at the Master in Gamification and Transmedia Storytelling @ IEBSchool have. The main purpose is to turn this learning process in something more fun, engaging and motivating and, by this, multiplying the learning outcomes the students get.

Seeker[H2] Art

more information here

My role in the project: game design, programming, electronics

Seeker is an art project leaded by Angelo Vermeulen that consists in a worldwide series of co-created starship sculptures that evolve over time. At its core, Seeker is a community art project that invites people to fundamentally rethink the future of human habitation and survival. Instead of keeping the various functions connected to life support, work and leisure separated, the Seeker community sets out to create integrated, closed systems that favor hybridization and encourage sustainability. This is achieved by radically interconnecting technology, ecology and people, while at the same time tapping into local traditions.

During the first week of my ERASMUS exchange in Hasselt, Belgium, I had the totally accidental pleasure to meet him as he was preparing a Seeker exhibition in the city. We exchanged our stuff, life-goals and ambitions and decided to collaborate in the project. From then on, during a couple of weeks my goal was to create a virtual serious game to simulate a spaceship navigation where concepts like sustainability, respectful resources exchange and social networking had to be fundamental. By combining Processing, Arduino, Angelo's amazing knowledge about biology, Sara Aretino's 3D models and tons of hours of work the simulator became a reality!

Navacèntims Gamification

more information here

My role in the project: concept, game design, graphic design

Navacèntims consists in the gamification of a participatory budgeting process for a town Council. The Council's responsible for the economic area contacted me and asked me to design a communication plan that helped them encourage people in Navàs (the town where everything took place) to participate in this budgeting process by both generating ideas about how to spend the collective money and voting the best ones.Therefore, I consider this project a perfect example of how games can be strongly relevant to communities: games for the good.

One of the major problems in politics and public participation is the lack of faith people have on their chance to have an impact. A vast amount of the population has lost interest in these sort of processes because they feel their actions are meeningles. To change this, the main concept I designed was to give the money back to people so that they felt that they had a true impact, a real chance to decide. I wanted them to feel like 'investors' rather than just 'voters'. Being an 'investor' gives you a sense of importance: you suddenly have a role and you are a powerful character in the process.

To achieve this, I designed a fictional currency called Navacèntims (mixing the name of the village, Navàs, and the word for 'penny' in catalan, 'cèntims'). The Council would send each inhabitant in the Town a certain amount of Navacèntims so that they could invest them in the ideas they preferred. Both the novelty and originality of the proposal and the fact of making people feel like they were investors would bring them to participate in the budgeting process. More to the point, a secondary goal was to make this process attractive to children in order to build a positive impression about the fact of participating in a communitary process. The results were pretty positive. People got involved and, what's more, lots of them involved their children.

This project had some impact on the media:
Report by TV3, the national TV channel in Catalonia
Regió 7, a regional newspapers, a digital newspapers
Review by the Council