Senior Software Engineer · internal platforms · developer tooling · workflow systems

I build internal platforms, developer tooling, and workflow systems that help technical teams move faster.

Senior Software Engineer with 9+ years of hands-on experience across internal tools, workflow automation, and software for creative and game development teams.

My work centers on the systems behind how teams actually get work done: CLIs, APIs, internal services, CI/CD pipelines, and platform glue that turns messy workflows into reliable, repeatable operations. Lately I'm leaning harder into AI engineering and pre-production tooling for creative and game teams.

Hands-on 9+ years
Professional 6 years
Focus Systems that ship
Medellín · From Venezuela Tools engineering AI-driven workflows Creative tech & game tooling

Engineer context

Role Senior Software Engineer
Focus Platforms & tooling
Background Games, VFX, creative tech
Building AI + workflow systems
  • 9+ years of hands-on development, 6 years professional

    Deep background across internal platforms, developer tooling, and workflow automation in games, VFX, and creative tech.

  • Strongest in tools, platforms, and automation

    CLIs, APIs, internal services, CI/CD pipelines, and platform glue that keeps technical complexity from becoming operational drag.

  • Leaning harder into AI engineering and developer workflows

    Turning AI capabilities into durable, developer-friendly tooling that teams can actually build on and ship with.


Where I add value

Internal platforms Developer tooling AI systems Game-tech workflows

About

Product-minded engineer. Systems-first thinking.

I'm Santiago Rincón — a software engineer who specializes in the systems behind how technical teams work: internal platforms, developer tooling, workflow automation, and the infrastructure that lets teams ship with less friction and more confidence. My background spans games, VFX, and creative tech, but the through-line is always the same — build software that removes friction and holds up under real production use.

I care about product-minded engineering as much as technical correctness. That means clean APIs, reliable automation, useful interfaces, and systems that the people who depend on them can actually trust and maintain. The goal is simple: give developers and creators tools that feel solid, precise, and worth reaching for every day.

At a glance

  • 9+ years of hands-on development experience.
  • 6 years of professional software engineering work.
  • Strongest in internal tools, platforms, and automation.
  • Building deeper into AI, game tech, and creative workflows.
  • Product-minded systems for developers and creators.

Expertise

What I build

Software that turns messy workflows into repeatable systems, gives teams better leverage, and keeps technical complexity from becoming operational drag.

AI & Workflow Systems

AI-assisted tooling and workflow layers that reduce repetitive work, preserve context, and help teams move from idea to execution faster.

  • Workflow orchestration and automation.
  • Pre-production and ideation support tools.
  • Practical AI features packaged as usable systems.

Internal Platforms & Developer Tooling

Internal products for developers and technical teams: services, CLIs, APIs, and platform glue that make work more reliable and easier to ship.

  • CLIs, SDKs, and API-driven integrations.
  • Environment, release, and CI/CD workflows.
  • Observability, supportability, and developer speed.

Creative Tech & Game Tooling

Technical systems for creative and game teams, from tooling around content workflows to framework-style support for small game production.

  • Game tools, capture flows, and production utilities.
  • Creative workflow support without bloated process.
  • Frameworks and tooling that make shipping easier.

Selected work

Shipped systems across creative tooling, AI workflows, and platform engineering

Work that shows how I think about tooling as a product surface: clean APIs, operational repeatability, and the kind of developer experience that teams actually keep using.

View more on GitHub

Some current R&D work is still private or being packaged for release, but it reflects the direction I'm pushing hardest.

Demo Playable release
Package PyPI artifacts

Mini Arcade

Python-first game framework and release playground.

mini-arcade-core and its backends are where I test engine architecture, reusable gameplay systems, and the tooling needed to ship small games cleanly.

Real releases, real constraints, and a strong bias toward framework quality over throwaway prototypes — game-tooling ideas turned into working, inspectable software.

Python C++ / SDL2 Game tooling
Mode Private R&D
Focus Pre-production systems

Ashframe

Private R&D

An AI-driven tooling project aimed at pre-production and workflow support, turning loose creative process into something more structured, reusable, and operational.

Pushes my tools-engineering work further into AI systems while staying grounded in practical team workflows — not one-off prompt experiments.

AI tooling Pre-production Workflow design
Mode Private R&D
Focus LLM workflow tooling

llmix

Private R&D

An AI workflow experiment focused on packaging LLM capabilities into cleaner, more repeatable tooling flows for creative and technical work.

Reflects the shift from ad-hoc AI use toward developer-friendly interfaces and systems teams can actually build on.

LLM workflows Reusable tooling AI systems

Writing & Notes

Devlogs, shipped artifacts, and engineering notes

Credibility comes from shipped work, inspectable artifacts, and documented thinking — not visual noise. Below are the proof surfaces I point to.

Engineering case studies

Architecture decisions and design teardowns

Breakdown space for how tools are shaped, why systems are designed the way they are, and what tradeoffs matter in real engineering work.

  • Trivox ecosystem architecture and product boundaries
  • Internal platform design and architecture
  • Game framework decisions and trade-offs
  • AI workflow systems for smaller teams

Demos & releases

Working software over mock momentum

Playable releases, published packages, and live artifacts that show the systems are real and already being exercised.

  • Deja Bounce playable demo
  • mini-arcade-core package
  • Native backend package

Engineering notes

Writing in progress, grounded in implementation

Notes and essays around internal platforms, AI-assisted workflows, game-tooling architecture, and the shape of tools people actually want to keep using.

  • Internal platform design
  • Workflow ergonomics for AI systems
  • Tooling for creative and game teams

Core stack

Tools I reach for to build real systems

The technologies I use most when building platforms, automation, and creative/game-tech systems.

Languages

Python JavaScript TypeScript Node.js C++

Creative & Engine Context

Unreal Engine Blender Maya Houdini DaVinci Resolve

Backend & Infra

FastAPI Django Docker GitHub Actions MySQL / PostgreSQL MongoDB

Tooling & Interfaces

Qt / PySide React Bootstrap WebSockets ShotGrid Python API Perforce Python API Deadline

Leaning harder into

AI engineering Software architecture Pre-production tooling Unreal gameplay systems Developer workflows

Contact

Open to senior engineering roles and technical collaborations.

I'm looking for work where systems thinking and product quality are valued equally — internal platforms, developer tooling, AI workflow systems, and technical roles where the goal is making developers faster and operations more reliable.

If you're a recruiter, hiring manager, founder, or collaborator who needs a senior engineer with deep tools experience and strong product instincts, I'd love to hear what you're building.

Best fit for

  • Senior engineer roles: internal platforms & developer tooling.
  • Teams building AI-assisted workflow or automation systems.
  • Creative tech, VFX, or game development engineering.
  • Founders and collaborators who need product-minded technical execution.