Selected work delivered by current Backend Alchemist team members in previous studio, leadership, and contract roles.
We begin with the experience that must work, make ownership and failure paths explicit, then choose the smallest architecture that can be operated responsibly. Every recommendation is evaluated against player impact, delivery risk, team capacity and run cost.
SELECTED EVIDENCEUnity 6 · FishNet · Voxel systems · Dedicated Linux servers · Docker · Designed for 64-player battles
Bad Goons · Selected project image
PROJECT OVERVIEW
A battlefield that changes with every decision.
Bad Goons is a team-based multiplayer shooter built around a simple principle: the map should never remain static. Players can dig trenches, destroy defensive positions, create new routes and reshape the frontline throughout the match.
The Unity client, voxel simulation, multiplayer model, dedicated servers and cloud deployment are designed as separate systems connected through one shared technical architecture. The current design targets 64-player battles across a shifting frontline.
THE CORE CHALLENGE
Synchronizing a world that every player can change.
Movement and combat must remain responsive while terrain destruction, excavation, construction, projectiles and tactical state are synchronized across many connected clients.
PLAYER-FACING DEVELOPMENT
The experience players see, feel and control.
First-person movement, combat and weapon handling
Dynamic voxel terrain, digging and trench creation
Destructible cover and deployable fortifications
Team spawn, resource and supply systems
Tactical UI, reactive audio and battlefield feedback
Performance profiling and production tooling
MULTIPLAYER & BACKEND
The systems that keep the battle authoritative and connected.
Client/server prediction and state reconciliation
Authoritative dedicated server simulation
Terrain-change, player and team-state replication
Session lifecycle, reconnect and recovery workflows
Headless Linux builds and containerized deployment
Diagnostics, monitoring and version-controlled releases
TECHNICAL ARCHITECTURE
One production system, with explicit ownership at every layer.
01 · CLIENT
Unity 6
Input, presentation, rendering, audio and predicted player actions.
02 · REALTIME
FishNet
Authority, prediction, reconciliation and synchronized gameplay systems.
03 · WORLD
Voxel simulation
Player-created trenches, altered cover and evolving combat routes.
04 · SERVER
Linux headless
Authoritative players, combat, terrain and shared world state.
05 · DEPLOYMENT
Docker
Configurable server packaging, releases, regions and runtime settings.
06 · OPERATIONS
Cloud infrastructure
Health monitoring, diagnostics, automation and demand-led capacity.
Built as a production game, not a technical showcase.
Bad Goons is currently in active development. Core work includes multiplayer combat, dynamic terrain, dedicated-server deployment, tactical spawn systems and production tooling. It is both an original commercial game and a real-world proving ground for our Unity, multiplayer, server and cloud capabilities.
CAPABILITY MAP
From decision to production.
01
Context and constraint mapping
Clarify constraints, success criteria and technical boundaries.
02
Technical responsibility
Build in visible increments with ownership close to the code.
03
Architecture and production decisions
Test performance, recovery and real operating conditions.
04
Operational and performance considerations
Leave documentation, observability and a maintainable next step.
FAQ
Questions specific to this path.
How does bad goons start?
We begin with current state, constraints, success criteria and the highest-risk assumption before defining implementation.
Can you join an existing team?
Yes. Ownership boundaries, codebase condition and delivery risk are mapped before production systems change.
What happens after delivery?
Handover, embedded capacity or managed operation are agreed around the product and internal team.