Leon’s Mahjong for Android (2025)
Leon’s Mahjong (2025) — Launch on Google Play Store.videogame
Android
retro
pixel art
Unity
C#
Cross-Platform Expansion
In August 2025, Leon’s Mahjong was published on Google Play, marking the project’s arrival on a new platform and allowing it to reach a broader community of players.
The Android launch represents a milestone in the project’s evolution, initially available only in the Apple ecosystem. It maintains the same core proposition: a retro pixel art videogame, without advertising or in-app purchases, that champions simplicity and the peaceful experience of playing without distractions.
Available on
Google Play Store
— Android
Infinite and Irreversible (2025)
Infinite and Irreversible (2025) — Experimental narrative videogame.narrative videogame
branching stories
irreversibility
artificial intelligence
Experimental Narrative Videogame
Infinite and Irreversible is an experimental narrative game that explores the unrepeatable nature of experience. Each story is built from player decisions and branches in unique directions, impossible to replicate. No two playthroughs are alike, and each journey becomes a singular testimony of the relationship between player and work.
The design rejects conventional narrative videogame conventions: there is no manual writing, no possibility to save the game, no option to go back. Each choice is definitive and leads to a different outcome, reinforcing the central idea that every action is irreversible.
The videogame questions the possibility of immediate and infinite generation of stories, enabled today by artificial intelligence.
Echoes of Meaning (2025)
Echoes of Meaning (2025) — Generative visualization based on emotions.p5js
javascript
web
generative art
Generative Art
Project directed by Karina Villavicencio
Echoes of Meaning is a generative text visualization that brings words to life through movement, color, and emotion. Words float gently across the screen, subtly changing in size and position, while emotionally charged language illuminates with dynamic tones extracted from a curated emotional lexicon.
Designed to be contemplative and immersive, this algorithm transforms text into a living rhythm — where feelings persist, fade, and reappear like echoes. Whether used as a poetic display, ambient installation, or meditative experience, Echoes of Meaning invites viewers to feel language beyond its literal form.
Exhibition
New Valley Table
— BCMA Gallery
Leon’s Mahjong (2024)
Leon’s Mahjong (2024) — Mahjong solitaire videogame with pixel art aesthetics.Unity
C#
iOS
macOS
pixel art
videogame
iPhone
iPad
Mobile Videogame
Developed in collaboration with my son Leon
In August 2024, after a year of interrupted development, Leon’s Mahjong was published as a Mahjong solitaire videogame with pixel art aesthetics, inspired by eighties classics.
The project was guided in part by Leon and finds its roots in the memory of his grandfather, whom he never got to meet. In this way, the game becomes a meeting point between three generations: past, present, and future united on the same digital board.
Beyond its retro appearance, Leon’s Mahjong presents itself as a vindication of experiencing videogames without distractions: no advertising, no in-app purchases, and no retention strategies.
Available on
App Store
— iOS (iPhone, iPad), macOS
Abominations (2024)
Abominations (2024) — Presented at Projektraum Coswig Anhalt.AI
digital art
visual exploration
Visual Exploration
Abominations poses an essential question: what happens when artificial intelligence, in its attempt to replicate humanity in images, fails?
The work is a journey through AI’s failed creations, where the human appears distorted in strange and disturbing forms. This visual exploration reveals the consequences of the machine’s lack of understanding of human essence.
Exhibition
Projektraum Coswig Anhalt — May 25, 2024
Fluss / Written River (2023)
Fluss / Written River (2023) — Collaborative work by Jimena Centurión (watercolor) and Lucas Dima (software and sound).p5js
javascript
web
collaborative art
“No one steps in the same river twice.”
Heraclitus, 6th century BC
Collaborative Digital Work
Analog watercolor: Jimena Centurión
Digitization, code and sounds: Lucas Dima
Flusslab artistic residency, Coswig Anhalt, September 2023
Fluss is a work created in collaboration with artist Jimena Centurión. It starts from a watercolor representing a river and expands into an interactive digital environment. The water flows, sounds upon contact, and responds with a sonic gesture that evokes the experience of dipping one’s hand into water.
Each interaction is recorded through a unique identifier along with date and time, making every encounter with the work unrepeatable. Fluss poses, in a simple and direct way, the impossibility of living the same moment twice: like in a river, the flow never repeats.
Space Journey / Placeholder Wars (2023)
Space Journey / Placeholder Wars (2023) — Experiment on gameplay and graphic styles.experimental videogame
gameplay
graphics
Construct3
Experimental Videogame
Space Journey / Placeholder Wars is an experiment on the relationship between gameplay and visual aesthetics. The same spaceship game was developed in three distinct versions: with placeholders, with retro 8-bit graphics, and with high-definition graphics.
The objective was to demonstrate that, beyond visual appearance, what sustains the experience is always the gameplay. The comparison between versions shows how players relate to the same game system under different graphic wrappers.
Comparative Gallery
Version | Intro | Gameplay |
---|---|---|
Placeholders: spaceship game without apparent graphics. Aesthetics similar to Atari VCS 2600. Resolution: 384×216 pixels. » Play Part 1 |
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8-bit: graphics, sounds and music in 8-bit style. 8×8 pixel sprites. Resolution: 384×216 pixels. » Play Part 2 |
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HD: HD graphics with contemporary music. Large sprites, 1920×1080 pixel resolution. » Play Part 3 |
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Pixel (2022)
Pixel (2022) — Experimental videogame. Exhibited at A MAZE / Berlin Open Screens (May 2024). Developed within the Flusslab Online residency (2022).Pico-8
Lua
experimental videogame
digital art
Experimental Videogame
Pixel constitutes a reflection on the fundamental unit of contemporary digital imagery. At a historical moment when high-density screens have rendered the individual pixel imperceptible, the work restores it as absolute protagonist: each interface element corresponds to a single pixel, even on ultra-high-definition displays.
The work interrogates digital materiality through play, revealing how what appears as a minimal flash of light constitutes, paradoxically, the foundation of all visual representation on screen. Pixel transforms ludic interaction into an act of recognition toward the elemental structure of the digital.
Exhibitions and Context
- Exhibited at A MAZE Berlin – Open Screens, May 2024
- Created within the Flusslab Online residency (2022)
Diezple (2022)
Diezple (2022) — Game based on Wordle using words from Marcela Basch’s Diez Palabras newsletter.wordle
experimental video game
words
diezpalabras
newsletter
Experimental Videogame
Words: Marcela Basch
Source code adaptation: Lucas Dima
Diezple is an Argentine version of the classic word game Wordle, created using words from Marcela Basch’s weekly newsletter Diez Palabras. The project was developed on the open source code of Wordle and its derivative Boludle, specially adapted to play with the “anarchive” of words compiled in the newsletter.
Each game invites players to discover one of the words featured in the Diez Palabras editorial project, thus uniting the playful universe of word games with journalistic and cultural exploration of language.
Project Access
- Play Diezple — online version
- Diez Palabras Newsletter — Marcela Basch’s editorial project
Born Digital Art Gallery (2021)
Born Digital Art Gallery (2021) — Interactive 3D environment for the Born Digital Digital Art Exhibition.3D
BabylonJS
web
interactive environment
digital art
“…mathematics leads to a disturbing conclusion: given that there is only one real world, while the number of potential virtual worlds is infinite, the probability that you inhabit precisely the only real world is almost nil.”
Yuval Noah Harari, Homo Deus: A History of Tomorrow
Interactive 3D Environment
Created for the Born Digital Digital Art Exhibition
Born Digital Art Gallery is an interactive three-dimensional space that hosted the works of the Born Digital exhibition. In this gallery, each piece emits sensations that invite immersion: sounds brought from the real world and transformed into particles; audio-reactive images that appear in the absence of sound; stories woven like digital tapestries that do not warm but comfort with intimate narratives; repeated traces that reveal communication between the human and the ground; silent spectrograms; and the dialogue between the rational and irrational of art and science in a world governed by its own logic.
More Information
Born Digital Exhibition
— Karne Kunst
Mine 2020 - Pico-8 Video Game (2020)

Mine 2020 (2020) — Video game developed on the Pico-8 fantasy console.
video game
Pico-8
retro
experimental development
8-bit
minesweeper
Mine 2020 is a Minesweeper clone developed on Pico-8, a fantasy virtual console that emulates the hardware limitations of the 1980s. The project began as an exploration exercise of the platform and resulted in a complete video game, implementing classic mechanics such as dynamic bomb generation after the first click —avoiding losing on the first move— and recursive opening of empty cells.
The development allowed experimentation with Pico-8’s inherent constraints (128×128 pixel screen, fixed 16-color palette, 8×8 sprites, and chiptune-style sounds) and its creative workflow: a limited yet highly inspiring environment for programming games.
Project access
- Play Mine 2020 — online version
- Source code — GitHub
wFlow (2017)
wFlow (2017) — Interactive visualization of information overload in digital media.data visualization
digital art
information
media
Interactive data visualization
wFlow generates sensations of oppression, suffocation, and mental fatigue. It is a real-time visualization of the enormous amount of information produced daily in digital media and on the Internet, and the difficulty of reading and comprehending it in its entirety.
The software automatically collects online news and projects it in an overwhelming flow. At current speeds, reading everything generated by a single digital newspaper would take approximately 24 continuous hours.
The work confronts viewers with the magnitude of contemporary information overload and the impossibility of processing it, transforming data excess into aesthetic experience.
Happy Moon (2013)
Happy Moon (2013) — Work inspired by a photograph by Ana Darcacha. Exhibited at GameOn! Art and Videogames (Centro Cultural Recoleta, Buenos Aires, Argentina. 2015).interactive art
contemplative software
photography
Construct2
Contemplative software
Inspired by a photograph by Ana Darcacha
Happy Moon is a contemplative software piece that invites deceleration and calm through interaction. It emerges from a photograph by Ana Darcacha that is brought into perpetual movement, yet remains open to manipulation and play. The image, animated by code, becomes a digital contemplation space where users can modify what appears immutable.
The work combines visual and sonic elements in a small autonomous universe that seeks to relax and offer respite. It exemplifies how interactive art can emerge from a simple gesture and transform into an intimate experience.
Exhibition
- GameOn! Art and Videogames — Centro Cultural Recoleta, Buenos Aires, Argentina. 2015.
Access to the work Happy Moon — interactive version.
Videogame Characters Timeline (2009)
pixel art
video game history
collage
Game On!
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Visual work in print media
Videogame Characters Timeline is a digital collage composed of four images representing the evolution of video games across four key moments: the 1970s decade, 1980, 1981, and 1982.
Each piece assembles the main visual elements of its respective year, allowing observation of how video game aesthetics transformed within a short timeframe. The combined view of all images provides a comprehensive reading of the global characteristics of each era, from the predominance of vector and raster graphics to the emergence of color and its widespread adoption in arcade halls. The initial prevalence of space-themed subjects is also visualized, which later expands to encompass different themes that are more colorful or fruit-based.
Exhibition
Print media work exhibited in 2009, during the first edition of Game On! Art and Videogames
in Buenos Aires, Argentina.