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What I write applications, plugins, tools, and scripts in.
Developer profile
Developer · Game Modding · Systems & Hardware
I write C# and .NET software, build mods and tools for game servers, automate the boring parts of running them, and I've spent about four years with a screwdriver in hand fixing the machines underneath.
01 / About
I'm Mobin, a developer from Urmia. I got into this the way a lot of people do — I wanted to change something in a game, opened the files, and never really stopped. Modding turned into writing plugins, plugins turned into the tools around them, and those turned into backend services, automation, and desktop apps.
Most of my work sits in C# and .NET. Around that I use Python for scripting and automation, C++ and Lua where the project calls for it, and MySQL or SQLite for anything that needs to remember state between runs.
Alongside the software side, I've spent roughly four years working on hardware: assembling machines, diagnosing faults, replacing parts, doing upgrades, and sorting out Windows and Linux installs that refuse to cooperate. It started as a way to keep my own PCs running and turned into something I do for other people regularly.
That hardware habit changed how I write software. When something breaks you learn to stop guessing, isolate the actual component that's failing, and confirm it before you touch anything — which is the same thing debugging a server issue asks of you.
Right now I work with DarkGaming on plugins, anti-cheat systems, launchers, server tools, and automation.
A workaround buys you a week. Finding the real cause buys you the rest of the project. I'd rather spend the extra afternoon.
02 / Skills
Grouped by what they're for, rather than thrown into one long list. Everything here has been used on something real.
What I write applications, plugins, tools, and scripts in.
The platforms my desktop and web work is built on.
Server-side modding and the game engine I'm building in.
Services, integrations, and the scripts that keep servers running without me.
Storage for management systems, plugins, and server tools.
Four years of hands-on work with physical machines.
Installing, configuring, and un-breaking both sides.
Day-to-day development environment.
Proficiency
Rough self-assessments based on how much real work I've done with each one — not test scores or certifications. Treat them as a guide to what I reach for first.
03 / Hardware
2022 — present
Roughly four years of hands-on work with desktops and laptops — building them, finding out why they've stopped working, and getting them back. Most of it has been for friends, local clients, and the machines behind the servers I work on.
Full builds from parts, choosing components that actually fit the budget and the workload, plus RAM, storage, GPU, and cooling upgrades on existing machines.
Tracking down no-boot faults, random restarts, overheating, failing drives, and unstable RAM — testing one variable at a time until the culprit is confirmed rather than guessed.
Replacing failed parts, redoing thermal paste and cooling, cleaning and reseating connections, and sorting out power delivery problems.
BIOS and firmware updates, driver conflicts, boot repair, clean installs, and recovering data off drives that are on their way out — on both Windows and Linux.
04 / Current focus
DarkGaming
I build the Rust plugins, anti-cheat systems, launchers, and automation that run across DarkGaming's servers — and I'm usually the one looking at the logs when something goes wrong at 2am.
05 / Projects
A mix of software, server tooling, security work, and hardware — most of it started because something needed doing and nothing existing quite fit.
01 / MANAGEMENT
A desktop system for tracking books, members, and loans, with search, due dates, and a database behind it that holds up as the catalogue grows.
02 / MODDING
Gameplay features, admin tooling, and automation written for Oxide/uMod — the kind of thing players notice only when it isn't there.
03 / AUTOMATION
Scripts and small services that handle restarts, backups, log collection, and scheduled events so nobody has to SSH in for routine work.
04 / DARKGAMING
Custom plugins and internal systems built specifically for DarkGaming's setup, extending what the stock server software can do.
05 / SECURITY
Detection built into the server side to catch cheating without punishing players on bad connections — the hard part was keeping false positives near zero.
06 / LAUNCHER
A desktop launcher that handles updates, file patching, and server connections, so players get one button instead of a list of manual steps.
07 / HARDWARE
Four years of builds, repairs, upgrades, and troubleshooting on desktops and laptops — from dead-on-arrival boards to Windows installs that wouldn't boot.
08 / INTERACTIVE
Smaller game projects and prototypes in Godot with C#, mostly built to learn the engine properly rather than to ship.
06 / Contact
Game mods, backend tools, server systems, automation, desktop software, or a machine that won't behave — send me the details and I'll tell you honestly whether I'm the right person for it.