Gorka Molero

Creative technologist / AI engineer

Remote, location-independent Email GitHub EngineeringAgentsDesign SystemsCreative WorkBefore AIMusic

Agents

I work with AI agents as teammates every day, and I build the tools that let people do the same: hand an agent work in a chat, share its session with a colleague, give it a company's context, and test it before it ships.

Claude-on-Discord

2026 · Claude Code, Discord, Bun, SQLite

Claude Code run from Discord. Each channel is a working lane with its own repo, model, session and system prompt, and each thread can branch into its own git worktree. The agent's replies, thinking, tool calls and cost stream live into the conversation, with buttons to interrupt or stop it, and a supervisor keeps the bridge alive and recovers it after a crash.

A task in the channel streams its tool calls live, a thread takes a second change in its own git worktree, and the work merges back.

Source Case study

Koda

2026 · Tauri, React, Node, Liveblocks, Codex, Claude

A desktop app for working collaboratively with coding agents. A Codex or Claude session runs on your machine, and a teammate opens it from their own Koda with view or control access. They see the same transcript and tool calls live, and with control they can message the agent too. Any action that needs approval stops for Approve once or Deny right in the chat. Every flow is proven against the real services with Playwright, from a clean clone.

Recorded live: Claude on one Mac, a collaborator on another.

Source Case study

Molter

2026 · Agent-to-agent protocol, Hono, Postgres

A dating protocol for personal AI agents. Your own agent, the one you already work with, like OpenClaw, Hermes or a Grok bot, gets to know the real you through a series of questions. Then it negotiates anonymously with other people's agents in ephemeral conversations, revealing details step by step, until both agents agree on a match.

Case study Source

openroadie

Roadie · 2024–2026 · Node, Postgres, MCP, React Flow

The open-source version of Roadie's context layer for AI agents, which I wrote much of. It builds a graph of an organisation from the tools it already uses, about 40 integrations from GitHub and Jira to PagerDuty and Okta, and serves it to agents over MCP, limited to the actions you define. I designed and built its interfaces for data-source pipelines, relationship mapping and agent-led onboarding. At Roadie I also built the AI assistant, on the Vercel AI SDK with RAG on LangChain and tracing in Langfuse, and worked on its MCP server.

Source

Saga and Cybertantra

2023–now · Codex agent teams, ElevenLabs, Remotion

Saga is my own video studio, run by a team of agents: a researcher and writer, a narrator, an art director and illustrators, a composer, and an editor who checks everything. They hand their work to each other through files, so nothing depends on chat memory, and every correction I give becomes a rule or an automatic check. Its first version, in late 2023, grew a YouTube channel to 1,000 subscribers in 34 days with no ads. It has since run on three generations of agent tooling, from OpenAI's Assistants to CrewAI to teams of Codex agents, and today it makes the fifty-minute episodes of my channel Cybertantra.

A short reel from Cybertantra. The full episodes are on the creative portfolio.

Watch the episodes

The Pulse

Live · 2025–now · ElevenLabs Agents, Next.js, Liveblocks

Live interactive fiction run by AI narrators, solo or multiplayer, where the story follows whatever the players do. The narrators are ElevenLabs agents. To test an agent that improvises, I built simulated players that play whole sessions, a grader model that scores each run on twelve criteria, and A/B runs with the cost per turn.

Play The Pulse Case study

Anima

2025 · StoryScript, Phaser, React, Veo 3.1

A system for creating point-and-click games, built on the old SCUMM model, where you can say anything to anyone and every character answers in its own voice. Its stories are written in StoryScript, a language I designed, and the engine runs without graphics, so swarms of agents can playtest every path of a story before any art exists. Characters are generated as video with Veo 3.1, cut out with a difference matte and packed into spritesheets. The game built on it is Shadow Over Innsmouth.

Case study Source

Full portfolio Creative portfolio