Available for Remote Software & Game Development Worldwide

Eduardo Gelain

Software & Game Engineer specializing in low-level systems, C++, C#, Unity, and Systems Security.

Specialized in high-performance software engineering, operating system architecture (Win32, UWP/GDK), low-level systems interoperability, automation, and software quality assurance (QA). Author of the SpetDev Technical Research Journal.

About Eduardo Gelain

Software & Game Engineer

Handle: SpetDev / Spet001

Location: Brazil (Remote Worldwide)

I am a software and game engineer focused on systems engineering, software architecture, low-level computing, and technical quality assurance (QA). My engineering philosophy revolves around a simple principle: never treat software as a black box. From my earliest programming days, I have been driven by a relentless curiosity to understand what happens under the hood — how high-level code translates into machine instructions, how operating system memory is managed, and how complex subsystems coordinate in real time.

Grounded in Computer Science foundations, I combine theoretical rigor in data structures, algorithms, and compilers with hands-on production engineering in C, C++, C#, Python, and TypeScript. My technical breadth spans modular gameplay systems in Unity and Unreal Engine 5, deep systems research within restricted OS environments (such as UWP/GDK sandboxes and native Win32 APIs), dynamic/static binary analysis, memory instrumentation, and infrastructure automation via diagnostic scripting.

Having actively contributed across the entire commercial release cycle of a published PC title on Steam, I bring first-hand discipline in shipping production-grade software under real-world constraints: conducting deterministic root-cause crash debugging, CPU/GPU frametime profiling, and rigorous regression validation. I prioritize decoupled testable architectures, permanent fixes at the source over superficial patches, and building clean developer tooling that empowers teams to deliver reliable, high-performance software.

Education

Bachelor's Degree in Computer Science

Emphasis on Software Architecture, Low-Level Systems, Operating Systems, Compilers, and Information Security.

Higher Education

Professional Experience

Manual QA Analyst · Converting Minds (Sparky Rush: Purrils in Pawsville - Steam)

2025 - Present

Executed comprehensive gameplay and physics regression testing on the commercial Steam release of Sparky Rush by Converting Minds. Documented 50+ critical bugs and conducted deductive Unity C# code inspection to help the core development team isolate root causes rapidly.

Gameplay & Systems Programmer · Commercial Game Projects & Independent R&D

2025 - Present

Programmed player locomotion, combat mechanics, enemy artificial intelligence (FSM), and reusable gameplay templates in Unity (C#) and Unreal Engine 5 (C++). Built responsive character physics and netcode serialization layers.

Systems & Security Research Engineer · Independent R&D / Open Source Security Research

2024 - Present

Authored open-source C++ injectors, dynamic sigscanners, and memory detour hooks for Windows UWP and GDK games. Conducted runtime security research into entitlement tokens and virtual machine bytecode dispatchers for legacy preservation.

IT Support & Automation Specialist · Public Sector IT Infrastructure

2026 - Present

Technical IT infrastructure support in the public sector, managing local network topologies, OS deployments, and automated scheduled maintenance via Python and PowerShell.

Featured Projects

Games, Tools & R&D
Unity · C# · Retro FPS

Outcaster - Retro FPS Templates

Complete retro FPS templates (boomer shooter style) developed in Unity and C#. Locomotion physics, weapon management, ballistic projectiles, and state-machine enemy AI.

Available on Itch.io
Unity · Steam · QA & Testing

Sparky Rush: Purrils in Pawsville

Commercial 3D platformer on Steam. Quality assurance role discovering, documenting, and resolving 50+ critical bugs via code-level deductions in Unity/C#.

Available on Steam
C/C++ · Electron · Networking

Resurge Client (BO3 Multi-Platform)

Custom client for Black Ops 3 supporting both UWP and Steam. Features native C++ injection DLL, network relay proof-of-concept for crossplay, and Electron launcher.

GitLab Repository
C++ · Win32 · Memory Scanning

CW GSC Injector (MS Store / Xbox PC)

High-performance C++ utility injecting custom GSC bytecode into Call of Duty: BOCW Microsoft Store build, bypassing UWP sandboxing via dynamic signature scanning.

GitLab Repository
C++ · VM Hooking · Entitlement Analysis

UWP/GDK Sandbox & Entitlement Architecture Analysis

C++ systems security research suite featuring custom client modification, real-time bytecode instrumentation, and UWP/GDK entitlement architecture analysis for legacy software preservation.

GitLab Repository
Bytecode Dumps · Jiggy Menu · GDK

GSC Dumps and Pre-Compiled Sources

Repository of GSC bytecode dumps for GDK releases (T5, IW5), working T5 GDK base menu, pre-compiled T6 Jiggy Menu v4.3, and standalone T6 GSC compiler.

GitLab Repository

Technical Stack & Engineering Disciplines

Languages

  • C++ (17/20)
  • C# (.NET / Unity)
  • Python
  • TypeScript / JavaScript
  • x86 / x64 Assembly
  • SQL

Game Engines

  • Unity Engine
  • Unreal Engine 5
  • IW Engine / Treyarch T5-T6
  • WebGL & Canvas 2D
  • DirectX & OpenGL

Reverse Engineering

  • IDA Pro & Ghidra
  • x64dbg & Process Hacker
  • Dynamic Pattern Scanning (Sigscan)
  • Inline Hooking & Detours
  • UWP / GDK Sandbox Security

Web & Tooling

  • Cloudflare Workers (Edge Serverless)
  • WebAssembly (WASM)
  • Node.js
  • Tailwind CSS & Responsive UI
  • Git & GitHub CI/CD

Developer Tools & In-Browser Utilities

Interactive in-browser utilities for binary reverse engineering, game archive inspection, and procedural 3D modeling.

rizin.wasm + ghidra/jsdec WASM WORKER
// Decompiled C-like pseudo-code
int32_t entry0(void) {
rsi = *(0x401000);
if (rax == 0x5a4d) { /* PE MZ Header */
init_relocations();
}
}
PE, ELF, Mach-O, Raw x86/x64, ARM, MIPS 100% Client-Side
WASM Binary Analyzer & Decompiler

Spet's Easy Decompiler

Local-first WebAssembly binary analyzer and dual C-like decompiler workbench powered by Rizin + jsdec and Ghidra C++ Decompiler in Web Workers. Zero server uploads.

WebAssembly Rizin WASM Ghidra / jsdec x86/x64, ARM, MIPS CFG Graphs Zero AI
Open Easy Decompiler /tools/easy-decompiler/
Virtual Filesystem Tree & Carver 25+ ENGINES
LUMP / ASSET OFFSET SIZE
data/scripts/main.gsc 0x000100 14.2 KB
audio/stream_01.hca 0x003A40 1.4 MB
PARAM.SFO 0x000800 2.0 KB
Bethesda, Ubisoft, Rockstar, PlayStation, FromSoft RFC 1950 Zlib
Universal Game Archive & Stream Carver

Spet's Universal Game File Opener

In-browser virtual filesystem inspector and carver supporting 25+ PC and console game engines: Bethesda (BSA/BA2), Ubisoft (FORGE), Rockstar RAGE (.rpf), Minecraft mods (.jar), PlayStation (.pkg), CRIWARE (.awb/.usm), FromSoftware (.bnd/.dcx), Square Enix (.sdat/.pfs), Call of Duty FastFiles (.ff), and raw Zlib streams.

BSA / BA2 FORGE Rockstar RPF PlayStation PKG CRIWARE FromSoft BND
Open Game File Opener /tools/universal-file/
Spet's ReShade Studio
Deterministic Color Grading & 3D LUT Studio

Spet's ReShade Studio

100% mathematical color-grading workstation and 3D LUT generator. Matches any game screenshot to a reference frame via Reinhard CIE LAB statistical color transfer and exports ready-to-drop ReShade .ini presets, custom .fx HLSL shaders, and 3D LUT textures.

CIE LAB Reinhard 3D LUT Generator HLSL Shaders (.fx) Zero AI
Open ReShade Studio /tools/reshade-studio/
Spet's 4gb Patch
Client-Side PE32/PE32+ Binary Patcher & 4GB LAA Studio

Spet's 4gb Patch

100% client-side PE32/PE32+ binary header analyzer and patcher running in browser memory via ArrayBuffer. Enables Large Address Aware (4GB Patch / 0x0020), recalculates 16-bit folded PE Checksums, strips ASLR (~0x0040), exports x64dbg .1337 diffs, generates High-DPI manifests, and includes a built-in 1-click Fable3.exe sample.

4GB Patch (0x0020) PE32 / PE32+ 16-Bit Checksum Fable3.exe Sample
Open 4gb Patch /tools/4gb-patch/
Spet's Quick 3D Studio
Procedural 3D Generator

Spet's Quick 3D Studio

Procedural engine built to convert logos, emblems, and collectible trading cards (Yu-Gi-Oh!, Pokémon, Magic) into production-ready 3D models using deterministic contour extraction and mesh beveling — 100% code-driven without AI.

Three.js WebGL Procedural 3D GLTF / GLB Exporter PBR Zero AI
Open Quick 3D Studio /tools/image-to-3d/

Technical Research Journal

In-depth papers, architecture writeups, and reverse engineering breakthroughs.

View All Entries

What is ResurgeGDK? Architectural Deep Dive: Steam-to-GDK Conversion, Workshop Support & Local Telemetry

Architectural deep dive into ResurgeGDK: bridging Call of Duty: Black Ops III from Steam to the Microsoft Store GDK runtime, detouring COM interfaces in xgameruntime.dll, virtualizing AppX packages for offline DLC preservation, mounting Steam Workshop mods via BOIII Downloader VFS, emulating local GobbleGum telemetry (999x inventory), and embedding Ezz BOIII client security with an integrated GSC bytecode injector.

Read Research Paper →

Let's Build Something Exceptional

Interested in hiring me for software development, Unity/Unreal game programming, or reverse engineering consulting? Reach out directly via email or connect through developer networks.

gelain15mj@gmail.com