About Gabe De Guzman
From production databases to AI that thinks. Hi, I’m Gabe.
Hi, I’m Gabe, a software developer who loves turning big ideas into real, working software. By day I keep production databases healthy and well-fed as a senior technical consultant. Off the clock I build things like Helix, a local-first AI assistant, mostly to find out whether I can. So far the answer keeps coming back yes.
Languages: TypeScript, JavaScript, Python, SQL, Bash
Frameworks: Next.js, React, FastAPI, Tauri, Three.js, GSAP, Tailwind CSS, Prisma, Vite, Zod, React Hook Form
Tools: PostgreSQL, Oracle, SQLite, Redis, Linux, Apache Tomcat, Git, GitHub, Vercel, Cloudflare, Anthropic, Ollama, ElevenLabs, Slack, Gmail, Resend
The logos are just the tools, though. The real work is turning a vague “wouldn’t it be cool if” into something that actually runs: a database that holds, an interface that breathes, an AI that remembers your name. If your idea sounds a little unreasonable, that’s usually my favourite place to start.
Projects
Selected work by Gabe De Guzman. Fly into the orb to explore the case studies.
- Helix — A local-first AI assistant that wakes to your voice and remembers. My flagship build: a personal AI assistant that runs entirely on my own laptop. It wakes on a spoken word, thinks with Claude, replies in a calm British voice, and runs a team of six background agents. Its defining feature is an intelligent memory that decides what is worth remembering, forgets gracefully over time, and renders everything it knows as a live 3D neural brain you can fly through.
- GDG Quantum — The cinematic WebGL site you are flying through right now. This site. A single-page experience built around a live 3D orb you navigate by diving into it, with a full WebGL world and a hidden browser game one click away. The hard part was making it cinematic AND fast AND accessible AND working on phones, all at once, while keeping the homepage under 100 kB. LiveSource
- Starshell — A '93-pixel first-person shooter built in the browser, no game engine. A retro FPS I wrote from scratch on Three.js: the renderer, the physics, the hitscan combat, and a squad-coordinated alien AI that flanks, climbs, and zeroes in on you. There are zero asset files. Every texture and sound is generated by code at runtime. It is a full 20-level campaign that runs on a phone. Source
Contact
Have an idea worth building? Transmit a message through the contact form, or find Gabe De Guzman on LinkedIn, GitHub, and Upwork.
Let’s build something that didn’t exist this morning.
I’m a developer chasing the hard problems. I want to know how everything works, then use it to build things that feel impossible. Got one of those? Let’s talk.