Hackathon Portal
AI Tinkerers - San Francisco
Team

Dustin Marek

Project Concept

Cockpit is a generative infotainment system for modern vehicles. Each car ships with an MCP server exposing its actual capabilities — climate, audio, seat controls, sunroof, whatever the manufacturer included. The on-car agent introspects that MCP and designs the dashboard from scratch in HTML — grouping controls into panels, embedding media like a YouTube player, and respecting plain-English user preferences (“put climate on the home screen”, “make it whacky”). Swap to a different car’s MCP and the same agent code generates a different dashboard with that car’s features. Manufacturers ship the features. Cockpit ships the UI.

Entry

Status: Submitted

Last saved: May 09 at 6:37 PM PDT

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Dustin Marek Team Lead RSVP Approved

AI Manager at Tests Assured
Architected end-to-end — per-vehicle MCP profile system, generative dashboard pipeline (CopilotKit chat → LangGraph ReAct agent on Gemini 3.1 Flash-Lite → renderCanvasUI tool with server-side validation gate → React canvas with data-tool/data-show click delegation), Next.js API route for direct car-state writes, FastMCP server with per-tool preset metadata. Implementation paired with Claude Code (Anthropic). Sponsor tools used: CopilotKit, LangChain/LangGraph, Google DeepMind Gemini, Manufact mcp-use, FastMCP.
I’m a technical leader and builder with a background spanning AI, QA automation, XR, game development, infrastructure, and information security. My work sits at the intersection of technical execution, product thinking, and cross-functional coordination. I also have a long-running passion for interactive systems and game development, especially in Unreal Engine and Unity.
I’m especially interested in connecting with people working in AI tooling, QA automation, agentic workflows, XR, game technology, technical production, and emerging product infrastructure.
I’m currently focused on building AI-assisted QA and workflow automation tools that reduce manual effort and improve execution speed for teams working in software, mobile, and XR environments. Alongside that, I continue to build game and interactive prototypes in Unreal Engine and Unity. My personal work often explores gameplay systems, UI-heavy interactions, browser-based delivery, multiplayer functionality, and rapid prototyping. I enjoy building technical demos that let me test ideas quickly