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

Pixel Quest Games · Remote (USA) · Jul 2024 - Oct 2025
  • 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

Kumi Souls Games · Remote (UK) · Dec 2023 - Jun 2024
  • 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).
Related projects: The Last Faith

Gameplay & Systems Engineer

Decentralised Investment Group · Dubai (UAE) · Jan 2022 - Jun 2023
  • 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.
Related projects: Kart Racing League

Indie Development - Mobile & PC

Revearto Games · Saint Petersburg (RU) · Oct 2019 - Dec 2021
  • 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

Monta Ponta · Remote (Netherlands) · May 2019 - Oct 2019
  • Developed rapid mobile prototypes (iOS/Android) based on market requirements.
  • Designed and implemented mechanics with performance/latency constraints in mind.
Related projects: Prototype Library