Alexander Chumakov
Gameplay / Systems Engineer (Unity, Online, .NET)
I build online gameplay foundations end-to-end: maintainable Unity client architecture and production-ready .NET backend services. Focused on session-based systems, deterministic multiplayer flows, clear authority boundaries, and high-performance, data-driven gameplay systems using ECS/Jobs where appropriate.
Skills
Unity (C#)
Online gameplay systems · service boundaries · VContainer / Zenject
Networking
DarkRift 2 / Photon / Mirror · session flows · authority boundaries
Backend (.NET)
ASP.NET Core · REST APIs · JWT · session lifecycle
Microservices
Auth/session services · clear contracts · integration-ready design
Data-driven / ECS
Scalable gameplay logic · modular systems · ECS-oriented approach
Delivery
Dockerized services · basic CI/CD · AWS-hosted setups
Core stack & capabilities
Capabilities
- Authority boundaries: deterministic multiplayer flows, server-backed state, predictable session lifecycle
- Gameplay architecture: maintainable Unity client code (DI/service boundaries), explicit responsibilities
- Scalability mindset: data-driven patterns and ECS-oriented approaches where it fits
- Integration readiness: clear contracts between client, server, and services
Tools & stack
- Unity / C#: online gameplay systems, client architecture
- Networking: DarkRift 2, Photon, Mirror
- Backend: ASP.NET Core, REST APIs, JWT
- Storage: PostgreSQL, Firebase/Firestore (as storage)
- Deployment: Dockerized services, basic CI/CD, AWS-hosted setups
Experience
Online Gameplay Systems Engineer (Unity, .NET) - Contract / Venture Project
- Built a server-authoritative multiplayer foundation to reduce cheating risk and keep server costs predictable (Unity client + dedicated server).
- Defined authority boundaries and session lifecycle (connect → authenticate → lobby → match → leave/reconnect) for deterministic multiplayer flows.
- Implemented backend services in ASP.NET Core (JWT auth, sessions, player state) backed by PostgreSQL.
- Deployed and operated Dockerized services on AWS with basic CI/CD and production-like environments.
Unity Developer - Project-based Contract
- Supported a shipped Unity title post-release: DLC features, bug fixes, and release coordination.
- Refactored gameplay systems for stability (crash fixes, regression-safe changes) within a production pipeline.
- Profiling-driven performance and memory optimizations, including Nintendo Switch compliance work (frame-time + memory budgets).
Gameplay & Systems Engineer
- Architected the networking and physics synchronization layer for the competitive title 'Kart Racing League' using Mirror
- Spearheaded the design of a modular ability and progression system using Dependency Injection (Zenject) for long-term scalability.
- Established an efficient art/animation ↔ code integration workflow (asset pipelines, prefabs, animation hooks) to speed up iteration.
- Coordinated milestones and task breakdown for a small team, ensuring code quality through reviews and documentation.
Indie Development - Mobile & PC
- Shipped mobile titles end-to-end (iOS/Android): gameplay, progression, release cycle.
- Built flexible systems with DI patterns (Zenject) and production-minded architecture.
- Achieved Top-1 on Reddit with a PC game project.
Unity Developer - Prototyping
- Developed rapid mobile prototypes (iOS/Android) based on market requirements.
- Designed and implemented mechanics with performance/latency constraints in mind.