Andres Salazar
I'm a senior software engineer who builds the tools, systems, and infrastructure that let technical teams move faster.
My work sits at the intersection of gameplay, production, and engineering: Unreal Engine systems, editor tooling, CI/CD, build pipelines, networking, AI, internal platforms, and developer workflows. I focus on solving problems that remove friction and make complex systems easier to build, debug, and maintain.
Over the years, I've worked across shipped games, internal tools, engine-level integrations, multiplayer systems, AI architecture, and production infrastructure. Some of my strongest work has come from taking messy or fragile workflows and turning them into reusable systems that teams can rely on.
Outside of professional work, I build experimental software, Unreal Engine plugins, AI systems, computer-vision tools, and game prototypes. Those projects give me room to test ideas that may be too early, too specific, or too unconventional for production.
What I care about most is building systems that scale and return time to the team. I look for repetitive work, duplicated effort, and unnecessary friction that can be eliminated through better tooling or automation, because even small improvements compound quickly across an organization. Saving five minutes a day for thirty people is more than two hours of productive time recovered every day, and I approach developer infrastructure with that kind of leverage in mind.
Recently Playing
A rotating mix of what I've been playing across Steam and Xbox.