Freelancers using Fly.io in Baghdad
Freelancers using Fly.io in Baghdad
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Hasan Humam
Baghdad, Iraq
MonoGame/C# game systems dev — tools, editors, Steam & GPlay
$1k+
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5.0
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11
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MonoGame/C# game systems dev — tools, editors, Steam & GPlay
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A full-stack web and Android app that turns Wikipedia into a personalized daily reading feed. Users pick from 160+ topics and get one fresh article per topic daily, with swipe-based rating, article saving, and reading streaks.🚀 Built with Blazor WASM and Supabase. Arabic localization included. Android version in review.🔥
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Building the AI Layer for a Food Delivery Support Bot🚀 A regional food delivery platform needed a customer-facing AI agent that could handle live order queries in Arabic and English — without hallucinating status, misrouting frustrated customers, or breaking under injection attempts. My role was the AI behavior layer: system prompt architecture, decision logic, and the test suite that kept it honest. I designed an 11-gate decision tree where routing is determined by order status × elapsed time — not customer tone. A frustrated message doesn't trigger escalation. A VENDOR_ACCEPTED order delayed 20 minutes does. The test suite ran 41 versions across 10 categories: routing thresholds, language switching, ETA edge cases, multi-turn flows, and injection resistance. Result: live in production for over a month, 98% customer satisfaction rating from the support team.
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LootLocker has SDKs for Unity, Unreal, Godot. If you're building in MonoGame or a plain C# project, you're on your own. I ran into this myself while working on Edin's Gate. Wiring raw HTTP calls to a backend you didn't build gets old fast. So I built a wrapper and figured someone else might need it too 😊. What I covered 🔥 Auth: guest sessions with automatic player identity persistence, Steam login. Player: profile info, display name, server-side key-value storage. Commerce: currencies, wallets, balances, catalog browsing, credit and debit. Leaderboards: submit scores, fetch rankings, member lookup, full metadata Progressions: XP systems, battle passes, skill trees. Triggers: achievement-style reward firing, single and batch. How it's built 🧠Three .cs files. .NET 8, System.Text.Json, no Newtonsoft. Single static HttpClient. CancellationToken on every async method. Full XML docs & IntelliSense on everything. Comes with a README and a working MonoGame demo project 💯 V2 is already planned — Characters & Heroes, real money purchases, additional auth providers. Existing buyers get it at no extra cost 🔥. If you're building a game in C# and need a backend that just works, this might save you a few days.
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Built an AI-powered customer support chatbot for Fontty Games from the ground up. Designed the system prompt architecture, intent scoping, and structured JSON output pipeline using the DeepSeek API. The assistant — Sir Alfonzo Quareno IV — handles game inquiries across three titles and escalates flagged cases (refunds, bug reports, collabs, and more) by collecting user data conversationally and logging it automatically to Google Sheets via a custom Apps Script webhook🔥. Key engineering decisions: Structured JSON output enforced via response_format to guarantee parseable replies Stateless service with conversation history managed per session on the frontend Escalation logic driven entirely by model output — no hardcoded UI triggers Prompt designed to resist persona attacks, scope creep, and language confusion Built on Blazor Server with MudBlazor for the frontend.
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