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