Mexico City · Madrid

Jacinto Quesnel hablando con micrófono en un panel del Centro de Cultura Digital, Ciudad de México, 2025

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 and #13 worldwide in animation: the degree program I directed, absent from the top 50 until 2024 (Animation Career Review, 2026)
#1in the Spanish-speaking world: the largest Global Game Jam site on record in Spanish, which I directed; 3rd on the planet in 2018
15 000people at the first Pokémon Day in Chapultepec Park, which I proposed in 2016
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.

The thesis is defended in 2026 and the text goes public on defense. In the meantime, the short version of the argument is in the ECGBL paper below.

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

Each piece is a single HTML file: it works with no internet, and “Download” saves it to your phone or computer. Nothing to install.

  • 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 Play MAPA H.06 · betaDownload · 2 MB
  • THE «EN CASO DE…» FAMILY

    Emotional first aid in files that fit in a message. No account, no telemetry, no streaks, and each piece states in writing what the evidence does not support. Three so far: EL TARJETERO — 27 cards, 1,307 sourced lines, 505 references and 180 DOIs — a pocket edition for children, and EL CONTENEDOR. It comes out of the same work I did running the Game Lab at Centro de Cultura Digital: getting play into places that would not let it in. Here the place is the pocket of whoever needs it.

    Research through practice · 2026 Open EL TARJETERO · betaDownload · 0.7 MB
    Ages 10 to 17 · betaDownload · 0.5 MB
  • 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
  • PROGRAMAPOSAS

    Educational videogame and interactive piece for Papalote Museo del Niño: butterflies designed by visitors that fight in a top-down arena. Programming as an aesthetic experience, not a chore.

    Papalote Museo del Niño · with Héctor Guerrero · 2017

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); DEVHR, the International Games Forum; and FUTURE FRAME, the Digital Art degree’s flagship event.
  • CuratedThe Mexican selection of Digital Futures UKMX (2015) — a 48-hour hackathon at Centro de Cultura Digital with the British Council, the Victoria & Albert Museum, Dundee University and Transitio — shown at the V&A in London. And Final Frame (2020), the Digital Art degree’s digital exhibition, taken nationwide.
  • DesignedThe Creative Studies entry of the Tec21 model — eight degree programs — and the 2019 curriculum of the Digital Art degree; coordinated its 2026 curriculum.
  • ProgrammedFrom the Game Lab: Board Game Day (2015), Pokémon Day in Chapultepec (2016), a nationwide LARP (2017) and the Noctabundas of Museum Night (2018).
  • StagesTEDx · Iberseries & Platino Industria (Madrid) · Ventana Sur (Buenos Aires and Cannes) · Global Game Jam.
  • In the pressAristegui Noticias (2012, 2021) · Forbes México (2013) · The Guardian (2015) · Proceso (2016) · Expansión (2016) · Variety (2021) · El Economista (2026) · all press →
  • 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
  • Quesnel, J. (2024, July). Videojuegos olímpicos [audio piece].

    Revista de la Universidad de México · Radio UNAM. revistadelauniversidad.mx
  • López, B. y Quesnel, J. (2023). Mundos en diálogo: el entramado simbólico entre videojuegos y series.

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

    In M. J. P. Wolf (Ed.), Video Games Around the World (pp. 345–358). MIT Press. ISBN 9780262527163
  • Quesnel, 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

In preparation: an edited volume on postgamification, co-coordinated with Dr. Blanca López Pérez (Universidad Autónoma Metropolitana, Azcapotzalco).

Full list on ORCID and Google Scholar.

Contact