Location: Bellevue, WA (Seattle area)
Remote: Yes, or on-site/hybrid in Eastside/Seattle-area
Willing to relocate: No
Technologies: TypeScript, Python, Rust, C++, Kubernetes, Docker, GCP, SQL, Neo4j, LLM evals, OpenCV, ITK, Keras, Unreal Engine, Houdini
Résumé/CV: https://www.petercappetto.com/resume
GitHub: https://github.com/pcapp
Email: peter@petercappetto.com
Experienced software engineer looking for a Staff or Senior IC role (will consider a hands-on EM role) in full-stack, agentic AI, developer tools, and art/design technology. Open to any vertical. US and Canadian citizen.Current projects: Hobgoblin, a hand-written Rust coding agent that speaks the Agent Client Protocol (https://github.com/pcapp/hobgoblin); Scout, a TypeScript job-search agent that scores postings with several LLMs and stores them in Neo4j; a ComfyUI node pack for visualizing CT scans (https://github.com/pcapp/comfyui-dicom-volume); and a three-node Raspberry Pi Kubernetes cluster (https://vitals.petercappetto.com). I'm also taking Hamel Husain and Shreya Shankar's AI Evals course.
Most recently I was an Engineering Manager on Pokémon GO's internal tools at Niantic. Hands-on, I cut tooling traffic by over 80% by adding compression to an unmaintained Kubernetes operator that manages Envoy, and I architected the move of admin tooling off the game server so it could ship outside the game's two-week release cycle.
Before that, five years at PrecisionOS (surgical VR): I built the CT-scan-to-3D-mesh pipeline and the accuracy bench test behind the product's FDA Class II approval, then led the data platform team. Earlier: games and game servers in Unity, Flash, Scala/Akka, C#, and Java.
I have worked with artists much of my career and also enjoy digital content creation in motion design and 3D (currently exploring Cavalry and seeing how Blender compares to Houdini).