Pedro Quijada Leyton

Game programmer with good level of mathematics skills and knowledge of C#, C++, Java and HTML5.

About me

My name is Pedro and I was born in Brazil and raised in Chile, I just finished my master in Computer Games & Entertainment at Goldsmiths University. I previously studied a BSc in Chile where I earned knowledge about HTML5, PHP, Javascript and the development and management of non-native application for iOS and Android. Nowadays I'm mainly programming in C# using Unity as an User Interface programmer and C++. I enjoy to program and create from code, I also like to play football, rugby and tennis.
Below you will find my projects, feel free to contact me. Thanks!





Bioblox is a BBSRC funded project to explore the gamification of protein docking in 3D.


Age of Algorithms

Serious game developed in Unity. Age of Algorithms is an application where the user learns mathematics through a game. The game contains 10 mathematical topics; Euclid, Pythagoras,Trigonometry, Radians, Kinematics, Vectors and Velocity, Gravity and Ballistics.

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Project about lights and colors. There are 10 balls to throw, every angle of impact with the walls is a different piano chord and color for the impacted square. The spectrum of colours is composed by 90 different colors between dark blue and red, the challenge is to reveal the whole spectrum with 10 balls. Solo project - 30th of May.

Live Demo

The Woods

Game developed in Unity. In this game the team used my AI behaviour from my previous project. The game is about a player lost in the woods in look for their friends (us, the team who developed the game); they will help our hero by sending some clues via text messages to the player. This game is similar to my previous project (The Light) but with a proper gameplay, user interface and models.

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Glass Break Simulator

A glass break simulator developed in Unity. The challenge was to create a project which used physics so I came out with a breaking glass simulator. This project is about breaking a panel of glass or window of 3m x 2m x 0.5mm with a sphere projectile with different initial values.

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The Light

An artificial intelligence project developed in Unity. The Light is a game about a player lost in the woods and armed with only their flashligth and their senses. The player has to look for clues which can help them to find the exit (if there is one) and for this they must listen to the environment, but they are not alone. This is the first build of the game.

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Monster Generator

A monster generator developed in Unity. The challenge was to create a random monster generator, the team created a user interface where the user could change the parameters of the monster and see it on action. For the user interface the team created several embryo models developed and animated in Maya software. The movement of the monster is by inverse kinematics. Team project.

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Non-native mobile application for smartphones that determines the total cost of a journey to make by road in Chile, taking in consideration the cost of fuel and tolls along the way, available for iOS and Android. Developed in HTML5.

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The Jumping Crate

Game developed in C++ using the Octet Framework and the Bullet physics library. This was my first project during my MSc in Goldsmiths, the concept of this game is jumping through buildings, the character is something (I let the player choose) trapped inside a box and it has to reach the crowbar on the top of the highest building, for this the player will have to climb and pass through several difficulties with the help -or not- of birds.

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L-System Tree Generator.

L-System tree generator based on the work by Aristid Lindenmayer developed in C++ using the Octet Framework. The leafs and terrain were modeled in Maya software.

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Terrain Generator

A terrain generator developed in Unity. The base of the terrain is created using a self-similar pattern fractal with 0 height (Y coordinate value), Perlin noise is applied to assign height to every point of the terrain and then Bezier is applied as patches with C0 continuity all along the mesh. The user interface allows to modify the Perlin factor, the number of the cycle for the fractal and to create a terrain only using Perlin or Perlin + Bezier. Team project.

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