Ghaith Al-Absi - Backend Engineer | ContraWork by Ghaith Al-Absi
Ghaith Al-Absi

Ghaith Al-Absi

React Native + NestJS dev building real-time mobile apps

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Kanban Board — full-stack task management app with Discord dispatch A full-stack Kanban application for managing tasks and teams, built end to end: mobile frontend, REST backend, database, and a Discord bot integration. It solves a real workflow problem I hit managing development at Youtublox (https://ytjobs.co/talent/profile/420588): assigning tasks to external workers was messy and manual. So I built a system where: - Tasks are dispatched directly through a Discord bot - External workers are auto-created in the database on assignment, with no account or signup required - A single action handles assignment and tracking together The result is a cleaner, more scalable workflow that connects an internal task board to the external people actually doing the work. What it demonstrates: - REST API design and testing (NestJS) - Database modeling and maintenance (PostgreSQL + TypeORM) - Mobile UI with local and global state management (React Native) - Integrating multiple services into one coherent system Stack: React Native · NestJS · TypeORM · PostgreSQL · Node.js (Discord bot) Frontend repo (https://github.com/GhaithhDev/KanbanBoard)Backend repo (https://github.com/GhaithhDev/kanbanboard-backend-postgressaving)
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Boat Dealership — in-game purchase and customization system A complete vehicle dealership system built in Roblox (Luau): players browse boats in a showroom, customize them in real time, and purchase them through an in-game economy, with a full custom UI driving the whole flow. I built both the interface and the logic behind it: - Interactive dealership UI for browsing the catalog, previewing boats, and confirming purchases - Real-time customization (live color and option changes reflected on the model instantly) - Purchase and ownership logic tied to the in-game currency, with validation and state handling - Inventory and pricing system connecting the showroom display to the backend data This is end-to-end feature work: designing the UI, wiring it to server-side logic, and keeping the displayed state and the underlying data in sync, the same front-to-back loop behind any app feature where a user configures something and commits a transaction. Stack: Roblox / Luau · client–server architecture · custom UI · state management
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Snow Sumo — physics-based multiplayer knock out game A real-time multiplayer sumo game built in Roblox (Luau), where players knock each other off an arena using physics-driven collisions and dash/shield abilities. The hard part was making fast physical combat feel responsive and fair across the network, which meant building: - Client-side prediction so a player's own movement and dashes feel instant, with no input lag - Server reconciliation and network ownership management to keep every client's view of the physics in sync and prevent exploits - A knockback force system driving the core sumo push-and-eject mechanic - A full round and deathmatch loop with scoring, win tracking, and respawns The core engineering challenge here is the same one behind any responsive real-time app: keeping multiple clients and an authoritative server in agreement while the action stays instant on each player's screen. Stack: Roblox / Luau · client–server architecture · client-side prediction + server reconciliation · physics
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UnderCooked — shipped multiplayer co-op cooking game A fast-paced, Overcooked-style co-op cooking game built in Roblox (Luau), shipped to live players and maintained across multiple public releases. Players race the clock together to prep, cook, and serve orders — which meant designing and tuning several interlocking real-time systems: - Order + timer system that issues recipes and scores players on speed and accuracy - Food-preparation state machine (raw → chopped → cooked → plated) with per-station logic - Real-time multiplayer sync so multiple players act on the same kitchen, items, and stations without state conflicts - In-round economy and scoring loop, tuned to stay challenging without being punishing Beyond the first version, I iterated across several releases: new maps, a competitive Versus mode, and updates driven by player feedback, owning the full cycle from design and implementation to live updates and maintenance. Stack: Roblox / Luau · client–server architecture · real-time state replication
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