Mexico City · Madrid

Jacinto Quesnel en un panel de Iberseries & Platino Industria, Matadero Madrid

JACINTO
QUESNEL

Games curator. Visual artist. Keynote speaker.

I work one question: how do you get creative freedom back once the software has already decided for you?

In numbers

#1in Mexico: the degree program I directed, in its international ranking
#35worldwide, that same program (Animation Career Review, 2024–2025)
3.ªbiggest Global Game Jam 2018 site on the planet, and the largest Spanish-speaking one on record
20years teaching, from UNAM to Tecnológico de Monterrey

The idea

The tyranny of software

I was running an animation program when I noticed something that kept me up at night: very talented students were handing in work that all looked alike. It was not a shortage of ideas. The software had already made most of the decisions before they opened it.

This does not only happen to art students. It happens in any team or organization that adopts a tool and slowly starts producing whatever that tool makes easy. The usual answer is to add points, badges and leaderboards. That usually makes it worse: people optimize the score instead of the work.

My work proposes the opposite move: keep the game, change who it serves. In my field that has a name — postgamification — and my doctoral thesis at UNAM is where I set it out.

Five doors

What I get hired for

  • Keynotes

    A talk your audience is still arguing about over lunch. In Spanish or English, for industry stages and academic ones.

  • Consulting

    Four to eight weeks with your team to work out why everything you make is starting to look the same, and what to change.

  • Teaching & training

    Programs and workshops people actually finish. Twenty years designing curricula.

  • Curating & juries

    I select, I write the frame, and I sit on the jury. Peer reviewer for Mexico's national arts system.

  • Artwork

    Painting and interactive pieces, by commission, acquisition or exhibition. Three exhibitions during 2026.

Work

Theory, made object

  • MAPA H.06

    An encyclopedia you play. It fits in a single file, works with no internet and makes zero network calls: 673 interlinked entries in Spanish and English, with seven short games around them.

    Centro de Cultura Digital · CC BY 4.0 + MIT · in production
  • EL TARJETERO

    Emotional first aid in a file that fits in a message: 27 cards, 1,307 sourced lines, 505 reference entries and 180 DOIs. No account, no telemetry, no streaks.

    Research prototype · 2026
  • NIDOS IMPROPIOS

    Painting: acrylic on paper and reflective surface, with UV-reactive layers. Within Proyecto Chata, my studio practice with Ramsés Olaya.

    Proyecto Chata · 2024–2026

Track record

The short version

  • DoctorateCandidato a Doctor at UNAM, Academia de San Carlos. Dissertation written and approved; the defense is what remains, in 2026.
  • NowFull-time research professor, Tecnológico de Monterrey.
  • FoundedThe Game Lab at Centro de Cultura Digital (Ministry of Culture) and DEVHR, the International Games Forum.
  • StagesTEDx · Iberseries & Platino Industria (Madrid) · Ventana Sur (Buenos Aires and Cannes) · Global Game Jam.
  • EvaluatesPeer reviewer for Mexico's Sistema Nacional de Creadores de Arte.
  • BuiltThe double-degree agreement with CNAM-ENJMIN, France.
  • LanguagesNative Spanish and English. Regular work with French-speaking teams.

Publications

Selected

  • Quesnel, J. (2024). Unleashing creativity through paidia: Free play in learning and work.

    Proceedings of the European Conference on Games Based Learning, 18(1). doi.org/10.34190/ecgbl.18.1.2863
  • López, B. y Quesnel Álvarez, J. (2023). Mundos en diálogo: el entramado simbólico entre videojuegos y series.

    Revista de Occidente, (506–507), 27–42. ISSN 0034-8635
  • Quesnel, J. y Cervera, H. (2015). Mexico.

    In M. J. P. Wolf (Ed.), Video Games Around the World (pp. 355–357). MIT Press. ISBN 9780262527163
  • Quesnel Álvarez, J. (2021). Game Jams como experiencia de aprendizaje para artes y diseño.

    Cuadernos del Centro de Estudios en Diseño y Comunicación, 121–130
  • Quesnel, J. (2022). Experiencias de trabajo-aprendizaje en juego como práctica emancipadora.

    In Aportes para la construcción de teorías del videojuego, 133–141. ISBN 9786073058728

Full list on ORCID and Google Scholar.

Contact