PRODUCT OWNER / GAME PRODUCER

I turn real problems into products people use: I find the need, write the requirements, prioritize the backlog and ship on time with Agile. I also build AI agent systems with measurable evaluation, and stay close to each person to bring out the team's best.

About

I'm Ignacio Santucci, a Product Owner and Game Producer who identifies real problems and leads the development of products to solve them. I translate needs into clear requirements, prioritize the backlog, and plan and track delivery, working directly with each discipline to identify blockers early and adjust scope. Alongside this work, I design, build, and evaluate scalable AI agent systems.

I've been working at TNGroup since 2023, where I oversee incident management and use AI to develop tools that automate and improve processes. My main projects there are TNGtickets and SistemaStocks.

For TNGtickets, I defined the requirements and hired a developer to replace a workflow that relied on spreadsheets and WhatsApp conversations. I'm its Product Owner and continue to guide its development through weekly sprints. As of October 2026, the system has averaged 320 tickets per month since its launch in August 2025 and supports 20 active users as well as external vendors I've trained to use it. I also built SistemaStocks with AI assistance to manage the company's supplies and track inventory. Between January and October 2026, it has recorded an average of 170 inventory movements per month.

Outside of TNGroup, I develop AI products from concept to delivery. Vaultrum, my open-source multi-agent system, uses a custom harness to coordinate 55 agents across 10 areas through 14 executable skills. Its workflow takes requirements through to delivery, using verifiable gates and 30 measurement tools to validate the results. I also develop Miles, my personal assistant, built around a harness that combines a custom language engine with an LLM that steps in only when needed. It helps me organize my daily life across personal projects, university, work, and health, keeping track of my commitments and what needs my attention. It turns that organization into a gamified experience that rewards both completing tasks and taking time to rest, helping me make progress while making room for recovery.

I'm currently pursuing a Bachelor's degree in Video Game Development and working as producer on Deep Forge, where I coordinate an eight-person team across five disciplines: programming, game design, level design, art, and QA. We organize our work into two-week Agile sprints in HacknPlan. Every two weeks, I pitch the game, present our progress, and defend the decisions behind it.

As producer, I define requirements, lead our weekly meeting, review the backlog monthly, and hold 1:1s to discuss role fit and workload. When time is tight ahead of a milestone, I switch to weekly sprints. If a delivery falls behind, I rebalance tasks or reduce scope to address the delay before the next review. When a production task keeps coming back, I build a tool for it: you'll find them under Tools.

My most recent game event was the Global Game Jam in January 2026, where I led the Almas de la Orilla team as producer and also contributed to game design and level design.

Projects

DeepForge cover art
01

DeepForge IN DEVELOPMENT

Role Producer · QA, Game Design & Programming
  • Production, planning and project management end-to-end.
  • I coordinate 8 people across 5 disciplines in two-week sprints, and pitch and defend the game every two weeks.
  • Refactored the team's roles when work went missing, and took on tasks myself to support the most overloaded roles.
  • Action RPG with persistent open world & meaningful exploration.
  • In development since March 2026, targeting a Steam release.
02

Almas de la Orilla GAME JAM

Role Producer + Game / Level Design
  • Led a team of 5 - owned tasks, scope and timeline.
  • Designed core mechanics & tuned game balance.
  • Rapid iteration and decisive trade-offs under pressure.
  • Built in 72 hours during the Global Game Jam, on the theme "Masks".
  • Available now on Itch.io - playable in browser.