Hasan Humam's Work | ContraWork by Hasan Humam
Hasan Humam

Hasan Humam

AI chatbots & game systems — C#, Steam, GPlay

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Followed by Sharyar K, Funmilayo A, and Naze A
Cover image for Building the AI Layer for
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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Cover image for LootLocker has SDKs for Unity,
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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Cover image for Built an AI-powered customer support
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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Cover image for The most annoying parts of
The most annoying parts of shipping a game have nothing to do with the game itself — store assets, achievement icons, press kits, watermarks, favicons etc. It's all busywork that takes you away from actually building. I made Kur Forge Toolkit to handle all of it. 12 tools in one offline desktop app, built with .NET MAUI and SkiaSharp. No subscription, no internet required, no jumping between five different apps🚀 . Store assets, locked achievement variants, press kit PDF and zip, watermarks, favicons, sprite sheet slicing, image framing, resizing, cropping, compression, format conversion, color palette extraction — it's all there💯 . Available now for Windows🔥 .
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