You can discover more about a person in an hour of play than in a year of conversation. – Plato
Eric Quesada
Programmer – Artist – Game Designer – Teacher.
I made my 1st Game when I was 12 and I’ve never stopped since then.
It was a Pacman-like game composed of only one short intro cutscene and one level. The source code was ugly, the graphic was ugly… but I’ll never forget it.
Unity Certified Game Developer


I obtained my Scientific Baccalaureate and I decided to enter in the University Institute of Technology (IT Specialty).
After that, I didn’t want to stop my studies but I wished to begin my professional life so I chose a work/study training program at the E-CML (Project Management Degree).
To finish, I followed the engineer training through evening classes to complete my skills.

My initial skills were about Java/ J2EE. I worked on mobile and tablet applications development. Finally, I left my job in 2013 because I saw an opportunity to fulfill my childhood dream: creating games.
I officially opened my indie game studio: Ludonkey.
After that, I was hired by the Njin company in order to set up their own video game studio named Kaiho.
The real journey of discovery consists not in seeking new landscapes
but in having new eyes. – Marcel Proust

Since 2014, I’ve been using Unity regularly for both personal and professional projects.
Driven by a strong interest in XR experiences, I completed a 6-month training program in 3D modeling followed by a 2-month internship at a company specialized in VR.
Since then, I’ve continued to sharpen my 3D skills—modeling, sculpting, lighting, and more—now primarily using Blender, which I adopted starting from version 2.8.
Since 2021, I’ve been working as lead developer at Iconik, a VR-focused game studio. During that time, we released a new version of Line of Fire and the standalone Quest title Hunting VR.
Since 2022, I’ve also taken on the role of audio director alongside lead development on an unannounced project.
Currently, I teach advanced Unity, Game Design, and Shader Programming.
Game design is the act of deciding what a game should be. – Jesse Schell
Designing a Game is really hard and it takes time. As Shigeru Miyamoto said “A delayed game is eventually good, but a rushed game is forever bad.”
I used to play many different kinds of game (boardgames, computer games, console games, mobile games, etc). When I’m playing I always try to analyse why they are good and more important why they are bad.
I think the better way to design a game is to start with Prototypes. Don’t hesitate to drop the prototype to make a new one when it’s not fun to play. When you’ve got one good concept the hard things begin.

Concentrate and remove the unfun elements during production, you should be left with the fun. Sure it seems simple, but often simplicity is all that is required for success.
