Located 100 meters away from the Louvre and right around the corner from Paris’s little Tokyo, Ikimasho is formed by craftsmen who flourish in our culture and bolster it each in their own way, to ultimately make our collective mark in VR.

Amaury Guilley
Technical Artist

Amaury is a spectacular technical generalist. Animation, shaders, VFX, he can do it all. And even more importantly, he can optimize the **** out of them. Star Shaman’s looks on Quest owe him a lot. But he lives in Toulouse. Nobody’s perfect.

Arnaud Vanderbeken
Game Artist

Arnaud designed the Star Shaman. Need we say more? A soft-spoken person, he can be seen chuckling as he still decides what joke to write about himself on here.

Aude Bertrand
Data Analyst

Aude is busy setting up the V1 of our marketing and game data pipelines. Her impressive attention to detail also makes her a great asset in QA.

Audrey Lecso

Audrey works closely with Amaury on setting up all the rigging needs for the studio. If she’d graduated from Hogwarts, she’d have been a Griffondor. You know because it says so on her sweaters. And T-shirts. And hoods.

Barbara Chane-Kane
Motion Director

Barbara spearheads our efforts to define the grammar and UX of VR games. She was the Just Dance Choreography Director for 6 years and has had quite an influence on the French dancing scene, founding one of the nation’s first 100% female hip-hop dance companies.

Caroline Bedon
Game Programmer

In addition to being a game programmer, Caroline also explores new paths in UX with Barbara. She previously worked at Quantic Dream as a programmer on their UI systems on multiple platforms. As a fan of tuned cars, we suspect she only joined because of our logo.

Chérif Younis

Cherif is striving daily to give accessible, comprehensive tools to the game-teams and achieve the highest abstraction level for them, carefully driving his entire coding team out of a job once this glorious day finally comes. Until then, he will find a way to squeeze any tech he finds “stylée” into our games.

Gaëlle Perrée
Technical Artist

Gaëlle is our second Amaury. Or Amaury is our second Gaëlle. Put them together, and magic happens. Optimized magic, which makes Chérif very happy.

Johan Chaintrier
Game Artist

Johan is a brilliant generalist with a specialty in environments. His concept art has captured the essence of Star Shaman’s colorful and enchanting galaxies and he’s taken it all the way to final integration.

Kurt McClung

Kurt lives and breathes to create worlds that both resonate with the issues facing today’s generations and inspire individuals to take destiny into their own hands. He leads our efforts to build worlds players will be longing to go back to for years. He has developed IPs for Ubisoft, Atari, CapCom and Cyanide, among many others.

Morgan Castejon
Game Programmer

Morgan is part of game-team 1 and specializes in gameplay. His years porting adventure games like Atlantis and Syberia to mobile is where he honed his skills. He also acts as a sanity check for Cherif’s tech enthusiasm.

Olivier Piasentin
Co-founder & President

In a former life, Olivier produced feature films, where he learned to deal with the cash, the flow and all the fun in between. He’ll gladly answer the most annoying questions but will feel more comfortable addressing them through an Excel sheet. He grew up fond of Cyan and Sega and has changed little since. Except for the Excel skills maybe.

Sammie Nunziata
Marketing Director

Sammie is an expert at building communities who are so happy they’ll evangelize your product for you: happy coffee-connoisseurs all over the US for Philz, happy dancers globally for Just Dance, and now happy VR-enthusiasts for Ikimasho. For us Frenchmen, her unwavering enthusiasm is a daily struggle.

Yann Suquet
Co-founder & CEO

Yann finds a lot of meaning in trying to make a mark in VR games and even more so in building a culture that allows the team to get there. On the way, he tries to apply some of Clausewitz’s wisdom and finds that the fellow was annoyingly smart.