I'm a Senior Frontend / Product Engineer with 10+ years of experience building complex web products, developer tools, APIs, applied-AI systems, compilers, and games. I work primarily in React and TypeScript, with enough backend, infrastructure, ML, and systems depth to own a product all the way to production.
I'm currently a fractional Lead Product Engineer, Applied AI at RetroDiffusion. Previously, I built product and platform systems at Kueski and Globant.
I'm based in Mexico and exploring remote Senior Frontend, Senior Product Engineer, and frontend-dominant full-stack roles.
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- Product engineering: RetroDiffusion — a production AI pixel-art platform where I lead hands-on work across the React/FastAPI product, public API, inference and editing systems, developer tooling, and infrastructure supporting more than 150,000 registered users.
- Compilers and systems: GB Recompiled — a Game Boy and Game Boy Color static recompiler with portable C output, an SDL2 runtime, native extension APIs, validation tooling, and cross-platform releases.
- Creative tooling: Pixel VFX Studio / PVFX Foundry — a deterministic procedural pixel-VFX authoring system whose public pack ships 19 engine-ready effects.
- Applied AI: Pixel Art XL — a widely used public SDXL adapter for grid-aligned pixel-art generation.
- RetroDiffusion — React/TypeScript product architecture, FastAPI services, public and enterprise APIs, billing, generation and editing workflows, CI/CD, production operations, and serverless inference.
- Pixel Art Fixer — A browser and API workflow for turning off-grid generated imagery into editable pixel art. My work spans the product integration, Rust/WebAssembly processing, neural inference, and production delivery path.
- Pixel Art XL — Public model weights and inference guidance for reusable pixel-art generation across local tools and hosted applications.
- ACE Lab — A local-first React/FastAPI control room for datasets, training, evaluation, and inference across image and music models, with local GPU workers plus RunPod and Modal orchestration. Private development repository; public version pending.
- ACE Lab RunPod Worker — The public serverless worker/deployment boundary for ACE Lab training jobs.
- HyperTrainer worker — A RunPod worker for dataset-driven FLUX LoRA training, artifact storage, and webhook-based job completion.
- img2tiles — An AUTOMATIC1111 extension that decomposes an image into overlapping regions and regenerates them as a coherent diffusion-made tile composition.
- Antares Toolbox — A collection of small AI-development and workflow utilities.
- GB Recompiled — Static analysis and recompilation of LR35902 programs into reviewable C, backed by shared runtime devices, interpreter fallback, differential testing, deterministic captures, and native extension points.
- Crystal Recompiled — A ROM-free source alpha built on GB Recompiled with semantic game-state views, transactional native tools, deterministic data mods, and controller-first Challenge Mode.
- CHIP-8 Recompiled — The smaller C/C++ static-recompilation toolchain that preceded GB Recompiled, with native executables, a multi-ROM launcher, debugging tools, and broad compatibility testing.
- Pokémon Platinum Portable — Experimental SDL3 portability work built on the public Pokémon Platinum decompilation project. It remains source-only and contains no ROM.
- Sideband — An active TypeScript prototype for a controller-summoned Windows companion to Moonlight sessions, built around a resident runtime, manifest-driven plugins, and durable diagnostics.
- Phobos ROM Manager — A React Native handheld app plus Electron desktop companion for library management, LAN pairing, background queues, and off-device native-port builds. Private prototype; public architecture write-up pending.
- Sheaf — A quiet, e-ink-first Android reader for collaborative-fiction archives, with branch-selected offline libraries, change tracking, search, bookmarks, resumable downloads, and source-aware licensing. Private 1.0 repository; public release pending.
- Junkyard Garden — A gamepad-first Godot arena-survival roguelite with 20-wave runs, ten characters, build crafting, finite profile goals, broad data-driven content, and Web, desktop, and Android builds.
- Tiny Frontiers — A Godot 2D sandbox about gathering, crafting, farming, exploration, automation, and combat in an expanding chunk-based world.
- REGOLITH: An Autonomous Industry — An archived, controller-first Android strategy prototype built around a deterministic simulation, autonomous industry, instrumentation, and causal reports.
- Maprunner Neo — A playable autonomous-ARPG management prototype with Runner creation, automated canvas combat, mission results, itemized loot, equipment, currencies, skill/support gems, and behavior presets. Private prototype; public demo pending.
- Exiled Loot Reborn — A Godot dungeon-crawler alpha with three classes, procedural tower runs, deep data-driven itemization, affixes, skill/support gems, passive progression, and scripted bosses. Private prototype; public alpha pending.
- Open Gathering — A headless, serializable Magic: The Gathering rules engine in TypeScript with turns, priority, the stack, state-based actions, combat, an event bus, and data-driven card logic.
- OpenWood — A BepInEx modding framework and game-data reference for Littlewood, including Harmony hooks, save helpers, runtime inspection, and a controller-accessible cheat/debug surface.
- Pixel VFX Foundry — A free pack of 19 deterministic 96×96 pixel-art effects generated from the Pixel VFX Studio source workflow for use in game engines.
- Pixel VFX Studio — A deterministic, headless-first pixel-VFX compiler and authoring system with a Rust core, CLI, desktop editor, MCP adapter, versioned project format, review bundles, Aseprite round trips, and Godot integration. Private product repository; public product/source plan pending.
- Neri SCAD Models — Parametric, support-free OpenSCAD display systems for miniatures, LEGO minifigs, and 1:64 cars.
- Hobby Tracker — A self-hosted React/Remix and SQLite collection/activity tracker designed to expand across multiple hobbies. Private MVP prototype.
- Libre BioRead — A Python CLI that applies a Bionic Reading transformation to EPUB, MOBI, and AZW3 files while preserving document structure.
- Book Companions — A collection of small, book-specific reading companions.
- Stability AI API Playground — A Streamlit environment for exploring image-generation APIs.
My public archive goes back to 2015 and includes web products, mobile apps, libraries, APIs, creative tools, and early ML experiments. A few representative threads:
- Frontend and application tooling: Helios, ngx-epsidev, ngx-dionisio, Engraving Studio, and Ionic BLE Tester
- Node.js and API infrastructure: Dionisio, Prometheus, Prometheus Mongo, and Oracle Chatbots Widget
- Creative and ML experiments: Hearthstone RNN, Book It, MU Crawler, and Stability AI API Playground
Browse the complete public repository archive →
- I Built a Game Boy Recompiler. It Was Still an Emulator.
- A Palette Is Not Yet a Reading System
- Why This Blog Ships as Static HTML
- Frontend: React, TypeScript, JavaScript, Next.js, Vite, React Query, Zustand, React Native, WebAssembly
- Backend: Python, FastAPI, Node.js, Go, REST, GraphQL, OpenAPI, PostgreSQL, SQLite
- Applied AI: image and music generation, diffusion models, LoRA, VAEs, ONNX Runtime, dataset tooling, inference and training pipelines
- Delivery: AWS, Railway, RunPod, Modal, Docker, CI/CD, production smoke testing, observability
- Systems and creative tooling: Rust, C, C++, WebGPU, Godot, SDL2/SDL3, OpenSCAD
I care about clear product thinking, well-crafted interfaces, explicit tradeoffs, reproducible evidence, and software that holds up after it ships.





