Available for engineering work

Engineering reliable software
across unusual boundaries.

Senior game and application developer with 16 years of experience—from renderers and game tooling to firmware, archival media, and local AI.

Based in Czechia · Open to work

Gabriel Max
DEV-ZETTAPRAGUE · CZ
16verified public repositories
4contributed forks
4external codebases
9primary languages

Complete public record

Verified contributions

Every entry is backed by a currently reachable public commit attributed by GitHub. Untouched forks, private work, and this self-referential site repository are excluded.

Showing 16 of 16 repositories
Contributed fork

dev-zetta/sacd_extract2

Cross-platform SACD ISO extractor with archival DSF/DSDIFF/FLAC output, damage recovery, CUE/XML metadata, logging, and a Linux/Windows/Mac GUI.

Upstream EuFlo/sacd-ripper

  • C
  • appimage
  • audio-archiving
  • audio-extraction
Contribution
23commits
Attribution
23 primary
Latest contribution
Aug 13, 2026
Repository updated
Aug 18, 2026
Stars
2
View latest attributed commit
Original project

dev-zetta/PicoGhostHID

Native Raspberry Pi Pico USB HID keyboard/mouse jiggler firmware using TinyUSB, with Pico 1/2 builds, natural mouse movement, randomized keyboard actions, schedule config and BOOTSEL pause.

  • C
  • cmake
  • firmware
  • hid
Contribution
16commits
Attribution
16 primary
Latest contribution
Jul 10, 2026
Repository updated
Jul 10, 2026
Stars
2
View latest attributed commit
External contribution

zetta-app/llama.cpp_turboquant

LLM inference with 7x KV cache compression. Combines llama.cpp (production inference engine) with TurboQuant (KV quantization). Run 131K token context on 16GB VRAM. OpenAI-compatible API server. Supports 100+ model architectures.

  • Shell
  • cuda
  • deep-learning
  • gpu
Contribution
2commits
Attribution
2 primary
Latest contribution
Apr 9, 2026
Repository updated
Apr 9, 2026
Stars
0
View latest attributed commit
Original project

dev-zetta/ddraw_emu

A DirectDraw API compatibility layer that enables legacy games from the 1990s-2000s to run on modern Windows systems by translating DirectDraw 7 calls to modern rendering backends (OpenGL or Direct3D 9).

  • C++
  • directdraw
  • game
  • opengl
Contribution
1commit
Attribution
1 primary
Latest contribution
Jan 6, 2026
Repository updated
Jul 3, 2026
Stars
3
View latest attributed commit
Original project

dev-zetta/BikMod

A Windows DLL interceptor for the Bink video codec that adds subtitle support, enhanced logging, and frame-by-frame playback control.

  • C++
  • bink
  • bink-video
  • game
Contribution
1commit
Attribution
1 primary
Latest contribution
Jan 5, 2026
Repository updated
Mar 14, 2026
Stars
1
View latest attributed commit
Original project

dev-zetta/GameModdingStudio

A utility suite for ripping, inspecting and converting game assets — released after 14 years in private development.

  • Pascal
  • game
  • game-development
  • modding-tools
Contribution
2commits
Attribution
2 primary
Latest contribution
Jan 5, 2026
Repository updated
May 9, 2026
Stars
1
View latest attributed commit
External contribution

Flyer53/jsPanel4

A JavaScript library to create highly configurable floating panels, modals, tooltips, hints/notifiers/alerts or contextmenus for use in backend solutions and other web applications.

  • JavaScript
  • alert
  • contextmenu
  • dialog
Contribution
6commits
Attribution
6 primary
Latest contribution
Nov 29, 2018
Repository updated
Jul 23, 2026
Stars
326
View latest attributed commit

Engineering profile

Built for the difficult middle

I work where high-level product needs meet low-level technical constraints: legacy formats, device behavior, native code, GPU pipelines, cross-platform packaging, and production safety.

01

Applications

Cross-platform desktop tools, Qt interfaces, packaging, release engineering, and workflow reliability.

02

Systems

C, C++, Rust, firmware, device integration, binary formats, and hardware-aware debugging.

03

Games & media

Rendering, legacy compatibility, asset pipelines, extraction, preservation, and modding tools.

04

Local AI

GPU-specific builds, inference stacks, model workflows, and practical deployment on local hardware.

Evidence, not profile decoration

How inclusion works

Read the contribution methodology

Standalone projects are verified against current default or GitHub Pages branch history. Forks are compared branch-by-branch with upstream, and only unique commits resolving to dev-zetta as primary or co-author qualify.

Commit OIDs are deduplicated within each repository. Counts are not summed across repositories because the same commit can exist in multiple repository networks.

Full methodology on GitHub