Seattle, Washington

Seth Van Grinsven

Senior Software Engineer · Fullstack

I build enterprise web applications and the distributed systems underneath them. For the past six years that's been Google's Display & Video 360 ad platform — high-throughput marketplace tooling, globally distributed storage, AI-assisted search, and autonomous agent infrastructure for developer workflows. Before that, Indeed and Microsoft.

11
Years engineering
1,770+
Production changelists
Google · DV360
Current team
Indeed · Microsoft
Previously
Day job

What I work on

Senior fullstack engineer on Display & Video 360, leading projects from design through launch across the front end, the services behind it, and the storage behind those.

  • High-concurrency marketplace tooling. A bulk execution engine that attaches hundreds of curated inventory deals across dozens of campaign line items in parallel, with transactional validation and full telemetry.
  • Distributed storage migrations. Moving core backend storage onto globally distributed databases (Cloud Spanner, F1) — schema and index restructuring, DAO optimization, no user-visible disruption.
  • AI-assisted product surfaces. Generative-AI search that turns a free-form natural language query into structured inventory targeting criteria.
  • Agent infrastructure for developers. Autonomous subagents that run pre-flight validation, static analysis, code review and remote CI presubmit checks — plus MCP servers, custom functions and AI contexts the rest of the team builds on. I've given org tech talks on context engineering in Gemini CLI.
Languages
Dart, Java, TypeScript, JavaScript, Kotlin, Python, C#, C++, SQL
Frontend
Angular / AngularDart, React, Web Components, Material Design
Backend
gRPC, Protocol Buffers, microservices, Cloud Spanner, multi-tenant RBAC
AI
Gemini CLI, MCP, context engineering, multi-agent orchestration
Ops
Bazel/Blaze, GCP, AWS, Azure, Terraform, Docker
Side project

Games

Evenings and weekends: five mobile titles in development, the first heading to Google Play. Same engineering habits as the day job — a pure deterministic core, a thin render layer, and a headless suite that plays the game so I don't verify it by hand. Every screenshot is a real frame from a running build.

Grimoire title screen — a candlelit spellbook over a layered card spread

Grimoire

Arcade solitaire

Clear the spellbook before the candle dies. A TriPeaks/Golf spread wrapped in an arcade run: the candle burns continuously, chains build a multiplier, and clearing a board buys back the wax to keep going.

TypeScript Canvas Capacitor
Comet Caddy title screen — a comet and goal ring over a nebula starfield

Comet Caddy

Physics golf

Sink the comet, mind the gravity. Pull back, let fly, and curve your shot around planets into the goal ring — 200 holes across ten worlds, most of them generated, flown and difficulty-rated by the game's own solver.

TypeScript Canvas Capacitor
Alley Loop key art — a stray cat in a moonlit alley

Alley Loop

Roguelite deckbuilder

A cat-themed Loop Hero-like. The stray walks and fights on its own; you place world-building cards that raise both reward and risk, manage nine lives, and decide when to bank your haul at camp.

Kotlin Multiplatform Compose Android + iOS