# About me

> I'm Manu Martínez-Almeida, a software engineer drawn to the parts of software where performance, systems, and developer experience meet.

[View on manualmeida.dev](https://manualmeida.dev/articles/about)

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I started programming at nine in Valladolid because I wanted a website about video games. It was called
[manucorporation.com](https://web.archive.org/web/20070109074037/http://www.manucorporation.com/),
which felt like a serious name at the time. I filled it with whatever I was into, then slowly realized
that building the site was more interesting than updating it.

At fifteen, my father bought his first iPhone, the 3G. I borrowed it as soon as I could, installed
Xcode, and tried to make something that felt like the games I loved. That became
[my own take on Geometry Wars](https://www.elnortedecastilla.es/v/20100315/valladolid/empresario-anos-20100315.html),
built on [cocos2d](https://github.com/cocos2d/cocos2d-objc), the engine everyone in that corner of iOS
development seemed to use.

The engine pulled me in as much as the game did, so I started contributing to it. The game started as
Abstract War 2.0, grew into Infinity Field, reached the App Store Top 10, and ended up published by EA.
I was still a teenager, sitting in Spain, watching something I made get played by hundreds of thousands
of people. That breaks your idea of what a computer can do for your life in a useful way.

Infinity Field is how I got to San Francisco. At seventeen I flew out for a summer to work at JoyPad.
I came home, started a computer-science degree, and felt restless almost immediately. The next year I
went back for longer, joined an incubator, and built developer SDKs at OpenKit and TinySpark.

Then I came home again and wrote the first commit of [Gin](/articles/gin-simple-over-easy).

For a while I thought the pattern was games, then startups, then open source. It took me longer to see
the simpler version. I like software that sits close to the machine and still has to feel good in
someone's hands.

That has taken me through compilers, language runtimes, web frameworks, a game engine, GPU rendering,
and distributed infrastructure. The domain changes. The part I like stays the same. The obvious version
falls over, and you have to understand the system well enough to make the simple version hold.

Lately that has meant AI agents. One of my favorite systems from the last few years was a batch pipeline
that consolidates an agent's project memory while it sleeps. Large offline passes run when the agent is
idle, compressing and integrating what it learned during the day, so it wakes up with a smaller context
and a better memory. Borrowing from how brains handle memory turned into a surprisingly practical
systems problem.

## What I'm working on now

I'm a principal engineer at [Builder.io](https://builder.io), where I set the technical direction for
our AI agent platform across product, design, and code. My work is split between the developer tools,
the applied-AI systems behind the agents, and the infrastructure that runs them.

That infrastructure spins up ephemeral Kubernetes clusters per workflow across AWS and GCP, connects to
enterprise networks through multi-tenant VPCs, and tears everything down when the work is done. It
serves billions of requests a day. The fun is getting a large, messy system to behave predictably while
real customers are leaning on it.

## Open source

Open source taught me to make work earn its keep in public. If an API is confusing, someone tells you.
If a benchmark lies, someone finds the edge case. If the thing works, people quietly build on it for
years.

- I created [Gin](https://github.com/gin-gonic/gin), a Go web framework with around 88k stars and 290k+
  dependent projects. I wrote more about its router in [the Gin write-up](/articles/gin-simple-over-easy).
- I helped take [Qwik](https://qwik.dev) from proof-of-concept to production, including its Rust
  compiler and a [resumability model](/articles/qwik-resumability) that skips client-side hydration.
- I designed the compiler architecture and high-performance virtual DOM for
  [Stencil](https://stenciljs.com), and worked on [Ionic](https://ionicframework.com) across Angular,
  React, Vue, and plain JavaScript.
- Further back, I was a core contributor to [cocos2d](https://github.com/cocos2d/cocos2d-objc), the game
  engine I used for Infinity Field.

## How I think about engineering

My CV from when I was a teenager had one line that still makes me smile. "I want to make the best
software ever, and build it so the people who use it love it." I've grown more modest about the first
half and more serious about the second.

The instinct that survived is treating performance and developer experience as features. A game should
hit its frame budget. A framework should make the fast path feel natural. An SDK should explain itself
in the first five minutes. Infrastructure should stay boring under load, whether the bottleneck is
Cassandra, Postgres, MongoDB, Elasticsearch, or the queue between them. A browser should render a
multi-gigabyte CT volume because the data path was built with respect for the GPU.

I keep coming back to the same shape of problem. Hide the right complexity, expose the right control,
and leave the person using the thing with fewer decisions than you had to make while building it.

## Where to find me

I'm [@manucorporat](https://github.com/manucorporat) on GitHub and
[@manucorporat](https://x.com/manucorporat) on Twitter, based between Lisbon and Budapest.

---

## About the author

Manuel Martínez-Almeida (Manu) is a principal engineer at Builder.io, where he sets the technical direction for the AI agent platform across product, design, and code. He is the creator of Gin (the Go web framework with ~88k GitHub stars and 290k+ dependent projects), helped take Qwik from proof-of-concept to production including its Rust compiler and resumability model, and designed the compiler architecture and virtual DOM for Stencil. His work sits where performance, systems, and developer experience meet — compilers, language runtimes, web frameworks, GPU rendering, and distributed infrastructure serving billions of requests a day. He is based between Lisbon and Budapest.

- **Name:** Manuel Martínez-Almeida (Manu)
- **Role:** Principal Engineer at Builder.io
- **Focus:** compilers, language runtimes, web frameworks, GPU rendering, distributed infrastructure, developer experience, AI agents, open source
- **About:** https://manualmeida.dev/articles/about/
- **GitHub:** https://github.com/manucorporat
- **Twitter/X:** https://x.com/manucorporat
- **dev.to:** https://dev.to/manucorporat
- **Website:** https://manualmeida.dev
