GAME · MOBILE · IMMERSIVE · BACKEND · AI

We build games, interactive mobile applications, VR and AR products—plus the backend, cloud and AI systems required to run connected products in production.

Three specialist disciplines. One senior production partner.

PC · CONSOLE · MOBILE · VR · AR
MULTIPLAYER · BACKEND · CLOUD · AI

Your project is reviewed by an engineer. No generic sales handoff.

WHAT WE DOProduct, platform and AI engineering connected through explicit contractsGAME & IMMERSIVE · BACKEND & CLOUD · AI ENGINEERING

SELECTED TITLES

Original productions, commissioned builds and shipped titles from the people on this team.

CLIENT · CONTRACTS · ONLINE SYSTEMS

Two production disciplines.
One explicit integration boundary.

The player-facing product and the systems behind it remain independently owned, connected through stable APIs, realtime protocols and shared release contracts.

We design and build the player-facing product, from gameplay systems and interaction to rendering, audio, content and platform-specific delivery.

Interaction

Gameplay · Player Input · UI / UX · World Systems

Presentation

Rendering · Audio · Content

Platforms

PC · Console · Mobile · VR · AR

We define the interfaces and release contracts that let the experience and online systems evolve independently without breaking each other.

Interfaces

API Design · Shared Data Models · Versioned Contracts

Realtime

Realtime Protocols · Events & Messaging · Error Handling

Delivery

Authentication Flow · Release Coordination

We engineer the authoritative services, multiplayer infrastructure, player data, deployment pipelines and operational tooling behind reliable online products.

Online Services

Authority · Sessions · Lobby · Matchmaking · Game Servers

Player Systems

Player Data · Persistence

Operations

Deployment · Monitoring · Scaling · Cloud Infrastructure

ONE STUDIO · THREE SPECIALIST DISCIPLINES

The product people use.
The systems and intelligence behind it.

Start with Game Development, Backend & Cloud or AI Engineering. Each discipline can stand alone, or connect through one accountable technical direction.

CREATE THE EXPERIENCE

Unity Game Development

We create the part players see, feel and control. Our Unity team turns concepts into production-ready games and immersive applications across PC, console, mobile, VR and AR.

Beanstalker VR adventurers fighting across a giant fantasy beanstalk worldBeanstalker · ENGINE / GAMEPLAY / XR
PCConsoleMobileVRAR
  • Full-cycle game development
  • Gameplay and systems programming
  • Game design and technical discovery
  • Prototypes and vertical slices
  • UI, UX and interaction implementation
  • World, level and content systems
  • Unity editor and production tooling
  • Art and content integration pipelines
  • Performance optimization
  • Platform adaptation and porting
  • Launch and live-game support
Explore Game Development

POWER THE EXPERIENCE

Backend & Online Systems

We engineer the systems behind the screen: multiplayer, matchmaking, player services, dedicated servers and cloud operations designed for real traffic, observable failures and controlled operating cost.

Three low-poly soldiers escaping an explosion in the destructible voxel battlefield of Bad GoonsBad Goons · API / DATA / INFRASTRUCTURE
AUTHORITYSESSIONSOPERATIONS
  • Multiplayer architecture
  • Realtime networking and authority
  • Parties, lobbies and sessions
  • Matchmaking and ranking
  • Player identity and authentication
  • Profiles, inventory and progression
  • Economy and live-service systems
  • Dedicated game servers
  • Server allocation and recovery
  • APIs, dashboards and telemetry
  • Cloud infrastructure and deployment
  • Monitoring, scaling and cost optimization
Explore Backend & Cloud
Player-facing development and backend engineering are separate production disciplines.

The game client owns presentation, interaction and moment-to-moment player experience. Online systems own shared authority, identity, persistence, sessions, deployment and scale.

We connect both sides through stable contracts, testable interfaces and shared release milestones.

SELECTED TEAM TRACK RECORD

Creative production and online systems, proven in real projects.

View all work
Game DevelopmentPC / Console / MobileVR & ARMultiplayerBackend & CloudFull Stack

Selected work includes original Backend Alchemist productions and projects delivered by current team members in previous studio, leadership and contract roles.

LEADERSHIP TEAM

Meet the people who will shape your project.

Your first conversation is with senior practitioners who understand the creative, technical and operational sides of game production. No generic sales handoff — just direct access to the people responsible for product direction, game development and backend engineering.

Portrait of  Benjamin D. Udvarhelyi

PRODUCT · TECHNOLOGY · DELIVERY

Benjamin D. Udvarhelyi

CTO · Product Owner · Technical Leader

Benjamin connects product strategy, game development and technical delivery. He built and led an 18-person studio operating across three time zones, shipped the commercial VR title Beanstalker, developed a Photon-based multiplayer backend and delivered the Meta-funded VOXSYS prototype within its six-month schedule and budget. Having also led a €1.2M ARR portfolio, he brings both technical and commercial judgment from early discovery through production and launch.

Portrait of Róbert László Retter

GAME DESIGN · PLAYER EXPERIENCE · PRODUCTION

Róbert László Retter

Product Owner · Game Designer · Technical Leader

Róbert leads the creative and player-facing side of production, combining more than a decade of technical leadership with game design and product ownership. He served as technical lead on Tank Maniacs, worked as game designer on Incrempire, and contributed to several mobile game projects and The Elder Scrolls Online. His focus is turning promising concepts into coherent game systems, engaging player experiences and production plans that teams can execute.

Portrait of Attila Szabó

BACKEND · INFRASTRUCTURE · OPERATIONS

Attila Szabó

Technical Leader · Backend Engineer

Attila leads backend and delivery engineering, connecting more than ten years of Unity experience with modern server-side and infrastructure technologies. His expertise spans Node.js, MongoDB, Jenkins, Git-based delivery workflows, Docker and Kubernetes. He helps establish a clear boundary between the game client and its online systems, creating backend services and deployment foundations that development teams can understand, test and operate with confidence.

Portrait of Dr. Péter Takács

PRODUCT · AI · RESEARCH

Dr. Péter Takács

Chief Product & AI Officer

Physicist and AI specialist with 12 years of experience in research and development. Péter turns cutting-edge research into practical, product-ready solutions, shaping the product vision and ensuring our AI-driven work is grounded in both scientific rigor and real business value.

Portrait of Máté Udvarhelyi

CLIENTS · BUSINESS · ENGINEERING

Máté Udvarhelyi

Chief Key Account Manager

As an engineer, Máté connects business needs with software development teams. When a project moves from planning and commercial agreement into implementation, he translates business goals into clear, actionable development requirements, aligns stakeholders with engineering and ensures that every technical decision stays focused on delivering real business value.

WHAT WE DO

One studio.
Three clear engineering disciplines.

Game Development

Games, mobile applications and immersive products from prototype to production.

Backend & Cloud

Multiplayer, player services, game servers and cloud infrastructure for connected products.

AI Engineering

Model adaptation, agentic systems, AI integrations and realtime game AI.

START WITH THE WORKSTREAM YOU NEED

Three project paths. One useful brief.

01 / GAME

I need a game or immersive product

Unity development for PC, console, mobile, VR or AR.

Discuss a Game Project
02 / ONLINE

I need multiplayer, backend or cloud

Online systems for an existing or upcoming game.

Discuss Backend & Cloud

EXPLICIT BOUNDARIES · SHARED RELEASE PLAN

From player experience to production infrastructure.

The client and backend are not one codebase or one discipline. They are connected systems with different constraints, failure modes and release responsibilities.

GAME CLIENT & EXPERIENCEInput & InteractionGameplay & SimulationUI & PresentationRendering & AudioContent & ToolsPlatform DeliveryPC / Console / Mobile / VR / AR
INTEGRATION CONTRACTRealtime ProtocolsAPI ContractsShared Data ModelsVersion CompatibilityIntegration Tests
BACKEND & OPERATIONSSessions & AuthorityMatchmakingGame ServersPlayer ServicesPersistence & DataDeploymentMonitoringCloud Scaling

We design the boundary early, so each side can evolve without turning every change into a complete-stack rewrite.

TECHNOLOGY BY DISCIPLINE

Tools selected around the product, not the pitch deck.

Technology principles
GAME CLIENT & EXPERIENCE

Unity / C# / PC / Console / Mobile / VR / AR / OpenXR / AR Foundation / URP / HDRP / Addressables / Editor Tooling / Performance Profiling

BACKEND & OPERATIONS

Realtime Networking / Node.js / .NET / Go / REST / WebSocket / PostgreSQL / Redis / MongoDB / Docker / Kubernetes / CI/CD / Linux / Monitoring / Observability / Cloud Infrastructure

SEPARATE WORKSTREAMS · SHARED RELEASE RESPONSIBILITY

A clear path from idea to production.

Start with technical discovery
PHASEGAME DEVELOPMENTBACKEND & ONLINE SYSTEMS
  1. 01

    Product Discovery

    Audience, game loop, platforms and performance budgets.

    Online requirements, traffic assumptions and launch constraints.

  2. 02

    Experience Definition

    Gameplay, interaction, client architecture and content workflow.

    Contract inputs: shared state, authority and client versioning.

  3. 03

    Online Architecture

    Client integration points and network-visible game rules.

    Protocols, player data, sessions, servers, deployment and scale.

  4. 04

    Parallel Production

    Regular playable builds against stable test interfaces.

    Integration environments, telemetry and measurable milestones.

  5. 05

    Integration & Launch

    Profiling, platform validation and release readiness.

    Network/load tests, automation, recovery and observability.

  6. 06

    Live Evolution

    Gameplay iteration, content updates and player telemetry.

    Backend evolution, live support and infrastructure cost tuning.

WHY BACKEND ALCHEMIST

Different specialists.
One accountable direction.

01

Game-first engineering

We evaluate the game loop, player feel, interaction, content workflow and platform constraints before choosing the technical solution.

02

Distinct disciplines. Shared accountability.

Different specialists and success criteria, connected by one architecture, delivery plan and accountable technical direction.

03

Senior by default

Technical leaders stay close to architecture, implementation and delivery from the first call.

04

Production over prototypes

Deployment, monitoring, recovery, maintainability and support remain part of the build.

PRACTICAL QUESTIONS

Clarity before the call.

Can you build only the game client?

Yes. Game Development is scoped and estimated as its own player-facing production discipline.

Can you build only the backend?

Yes. We can own multiplayer, backend, servers or cloud while working through explicit interfaces with your game team.

Can you develop games for PC, console and mobile?

Yes. Our Unity work covers PC, console and mobile, with platform delivery and performance planned from discovery.

Do you build both VR games and enterprise VR applications?

Yes. Verified team experience includes commercial VR games and production enterprise VR platforms.

Can you develop AR products?

Yes. We support AR products for entertainment, visualization, training, guidance and connected content.

Can you join an existing Unity project?

Yes. We begin with the codebase, production constraints and ownership boundaries before changing critical systems.

Can you add online systems to an existing game?

Often. We first assess authority, simulation, save data, versioning and deployment constraints.

When should the game client and backend be architected together?

As soon as shared state, sessions, identity or persistence affect the game loop. Early contracts reduce integration rework.

Do the game-development and backend work have separate estimates?

Yes. The disciplines are scoped separately, and development cost is also separated from ongoing operating cost.

Can one team take responsibility for both sides?

Yes. Separate specialists work through one architecture, shared milestones and one accountable technical direction.

A spacecraft navigating an asteroid field in Astra Industria

PROTOTYPE → PRODUCTION

Every frame above has an engineering plan behind it.

ASTRA INDUSTRIA · SCI-FI FACTORY SIMULATION PROTOTYPE

YOUR NEXT BUILD

Choose the discipline. Keep the boundary clear.

Tell us what you are building, which workstream you need and what has to work on launch day.

Start a Project
Start a project