After years of homemade integrations we stopped piecing the workflow together and built it from the ground up.
Where this came from
The original goal was never to build software. It was to share our videos: the funny clips, the near misses, the close duels, the slides, the corners, the acceleration and the braking. But every single video took hours. We built plugins, scripts and helper tools, we bought software, and each short video still ended in hours of work. The next one took just as long. So even with all the data in hand, the manual work was heavy enough that we usually published only the videos that mattered most, and the rest of the material stayed where it was.
Our own integrations. Plugins. Conversion scripts. Analysis tools that could tell us something interesting had happened during a session. They still required importing several videos and syncing them by hand. And even knowing it happened at 31:41:59, we still had to scrub there, set markers, save, and start a new project from that point. Every video took its time, and if we found a mistake, it had to be corrected from the start in all of them.
What never arrived was the workflow. There was no single place where the footage, the data and the timeline were the same thing. Every finished clip still took several programs: an export from the first, a data conversion from two others, and remembering the order and assembling the right clips every time.
StintBox 1.0 replaces the lot. One program, our own engine, all the way from the file your camera wrote to the video you upload, with nothing in the middle that we do not control ourselves.
What that means in 1.0
The dream was simple: a day at the track should be editable and exported the same evening, without compromise. We get there today, and we are still working on making it faster.
- We read the camera file ourselves. GoPro, DJI and Insta360 store telemetry inside the video file. StintBox opens it directly with a decoder we control. No export step first, no companion app, no intermediate file.
- Widgets that are part of the program, not bolted onto it. Gauges, graphs, maps, timers and readouts, drawn by the same engine in the preview and in the export, so what you see in the editor is what you get in the file.
- Your own machine, your own files. Nothing is uploaded to be rendered. Your footage does not leave your disk unless you ask it to.
- Accelerated export that uses the hardware you have. Encoders from NVIDIA, Intel, AMD and Apple are used when they are there.
- Projects, autosave and undo, because losing an evening's work to a crash is a solved problem everywhere except in this particular corner of the world.
Where we are going
The goal has not changed since the very first thing we built for ourselves: your data on your footage, without a render farm, without a subscription you cannot leave, and without an afternoon of your life per video. Everything after this release is that same goal, done better.