Utopia is on the horizon. When I walk two steps, it takes two steps back. What is utopia for?
It is for this, for WALKING.
Eduardo Galeano

BIO

Juan Manosalvas

Juan Manosalvas

Paris

Creative Technologist

manosalvas.me@gmail.com

Born in 1990 in Ecuador. Learned programming from my lovely mother at 15. At 19 I left home for Argentina to study game development. At 22, Chile, where I started Global Pixel Studios and learned to ship games for iOS, Android, and web. At 24, France. I spent five years at Biborg as a Creative Technologist. 30+ projects, junior to mid-level, then I left to build something of my own. In 2019, I founded Losmo, an independent production studio built around the work I actually wanted to make. Over four years we delivered 160+ projects: interactive installations, AR experiences, video games, social media filters, apps, and 3D content. We've worked with brands, agencies, and more recently with museums and cultural institutions, creating digital experiences that make culture more accessible. Losmo was where I grew into the senior developer and creative I am today. Now I'm starting a new chapter. Solo. Open to collaborations with people who care about what they're making. The world needs more things built with love. I'm here to make things with love.

EXPERIENCE

Concept Development

Concept Development

Technical Direction

Technical Direction

Art Direction

Art Direction

User Journey

User Journey

Development

Development

Creative Consulting

Creative Consulting

Testing

Testing

Deployment

Deployment

Live Support

Live Support

Music Production

Music Production

DJ

DJ

Illustration

Illustration

CONTRIBUTION MENCANTA

Reactive Music show: Music, Art, Feelings

A concert where music transforms into visual art in real-time. An immersive experience that fuses sound and image live.

Discover the project

Austim App: Health, Research, Education

An app designed to help autistic children with their development and daily communication.

Discover the project

Mencanta Launch Party: Networking, DJ sets, Love

Join us to celebrate the official launch of Mencanta! An evening of music, art and connections to discover our collective and our projects.

Discover the event

PROFESSIONAL QUESTS

MAGIC LIBRARY

CITÉ INTERNATIONALE DE LA LANGUE FRANÇAISE Via ULTRANOIR

MAGIC LIBRARY

CTO and only developer on a 15-person team. A permanent installation celebrating the French language, where visitors discover their ideal book through an immersive five-question journey, each answer transforms 56 synchronized screens into a new visual and sound environment, controlled by hand gesture. I designed and developed the complete software architecture: 9 machines talking to each other via OSC, Spout rendering, a self-healing protocol that detects crashes, relaunches, and resyncs before the next visitor arrives. The control room sat 50 meters from the Magic Library. I couldn't see my own screens. So I created tools to see through the system, live Kinect feeds, remote state monitoring, node health checks. Debugging something you can't look at teaches you to trust your architecture. This project didn't allow failure. That pressure shaped everything I've done since. Live since November 2023. Zero critical failures. Validated by the Centre des Monuments Nationaux.

WATCHES AND WONDERS 25

ULYSSE NARDIN Via PARTIPRIS

WATCHES AND WONDERS 25

CTO for an interactive laboratory launching Ulysse Nardin's DIVER [AIR] watch at Watches & Wonders Geneva 2025. 100m² booth, four machines, four ways to experience one watch. I developed all four applications and designed the complete electronics for the Punching Ball: Arduino, accelerometer, welding. Five weeks from kickoff to opening. The timeline left no room for weekends. Each machine told a story: Balance: Electronic scale, four sensors, constant interference, precision non-negotiable. Diver: Joystick descent into an aquarium with LEDs and bubbles responding to depth. Punching Ball: Measure G-force, prove 5000G impact resistance. 200+ scores logged daily. Scanner: moving rings mimicking a 3D scan, unlocking the watch's history. The hardest problems were invisible. Making four systems feel like one. Shipped in The Book. Available to every Louis Vuitton app user worldwide.

SUPERNATURAL

LOUIS VUITTON Via AKQA

SUPERNATURAL

Solo developer on a runner game for Louis Vuitton's digital magazine, The Book, celebrating the 10th anniversary of LV's Trainer. Control the shoe through a virtual cityscape, collecting components while learning about sustainability. Two months. Technical artist, VFX, animations, UI, core gameplay: one person, no choice but to do it all. Midway through, I proposed a change: instead of avoiding pipes as obstacles, let the player slide over them like a skater. I loved it. So I built it. Horizontal 360s, frontflips, backflips. They gave creative freedom because the work earned it. The invisible challenge: balancing visual quality against mobile performance, while encapsulating Unity inside LV's native app. Strict technical constraints taught me to be creative. Shipped in The Book. Available to every Louis Vuitton app user worldwide.

FUN ZONE

PLAYSTATION x PARIS GAMES WEEK Via BIBORG

FUN ZONE

Four years. From 2m² to 100m². What started as an AR photobooth in a corner became a digital carnival for PlayStation fans. Photobooth (2016) — a small experiment. 50 visitors a day. It worked, so they asked for more. Every year the space grew because the results did too. FUN ZONE (2017-18-19) / (10-50-100m²) / 400-500 daily visitors, interactive games feeding a virtual claw machine. Speed Wall: two players compete to hit lit shapes on a wall as fast as possible. PS Pong: racket controlled by hand movement. Pursuit of Plus: dodge obstacles by shifting your hips. Grappler: players earn tokens across games, then spend them on the claw machine for a shot at a PlayStation 500 Million Editionone per day. I was on-site all three days every year. Launching, adjusting, supporting. Four years building from scratch something people stood in line for.

JESSICA JONES

NETFLIX Via BIBORG

JESSICA JONES

Solo concept and development of an interactive installation promoting Jessica Jones Season 2. One month at La Défense shopping mall, Paris. 100-150 daily visitors. A LED wall displays a brick surface with a provocative message. Visitors grab the demolition ball — a decorated exercise ball suspended in front of the screen. A lidar tracks the impact, translating the real collision into digital destruction. Two or three throws to break the wall. Behind it: Jessica Jones' response. Then the Season 2 trailer. Destroy the wrong ideas. Reveal the truth. Over 3,000 people didn't just watch a trailer. They participated in the message. Netflix feedback: "Great idea, incredible live stunt."