Ghetto Warzones
Shipped · Google Play + PC- Role
- Integration & release engineer
- Timeline
- Apr 2026 → present
- Chain
- Algorand
- Scale
- 63 commits · signed .aab + Windows build · ~4.5 GB Git LFS
- Stack
- Unity 2022.3 LTS · MFPS 2.0 · Photon PUN2 · Firebase Auth/RTDB · Algorand NFT verification
Ghetto Warzones is the playable client for the Warzones platform — a blockchain-integrated multiplayer FPS shipped to the Google Play Store and PC. My role was the layer that turns a commercial FPS base into a shipped, on-chain, networked product: the blockchain + auth + backend integration, the multiplayer wiring, and the entire build-and-publish pipeline. It's the visible, playable front of a product whose backend I also built.
Honest scope: the game is built on MFPS 2.0, a commercial Unity FPS framework — I did not author an FPS engine from scratch. My work is the integration layer (Firebase auth, on-chain NFT verification, live-backend sync), the networking, and the release engineering that got it onto app stores and kept it shippable.
The problem
Warzones already had a production backend — but a backend isn't a game. The platform needed an actual playable client: a multiplayer FPS that authenticates real users, verifies their on-chain NFT ownership, talks to the live backend, and ships to Google Play and PC. That's a different discipline from API work — Unity, real-time netcode, mobile build constraints, app-store compliance, and multi-gigabyte binary asset management. Owning it is what makes me a full-vertical contributor on this product rather than only the backend.
Architecture
The client's custom scripts bridge three external systems — Firebase for auth/session, Algorand for NFT verification, and the production backend I wrote — so a player's on-chain assets and progression stay consistent between the game and the platform. Multiplayer runs over Photon PUN2 (rooms, matchmaking, relay).
The hardest part: actually shipping it
Anyone can run a Unity project in the editor. The real work — the bulk of my commits — was getting it out the door and keeping it shippable:
- Mobile build pipeline. Produced signed Android
.aabbundles for Google Play (managing the signing keystore as a guarded artifact) and a Windows Standalone PC build. - Size optimization. App-bundle size is a hard Play-Store constraint; I cut the build down (~261 MB → ~195 MB) through texture/asset optimization, with a build report to verify what shrank.
- Security patching under a deadline. Shipped patched build variants to remediate a Unity Android vulnerability (CVE-2025-59489) ahead of a hard Google Play security deadline — the difference between the app staying live or being pulled.
- Reproducibility. Wrote build/setup guides (getting-started, Unity upgrade + publish, Photon setup, auth-UI wiring, version control) and a codebase map, so the build is a documented process, not tribal knowledge.
- Large-binary version control. Managed a ~4.5 GB Git LFS repo so heavy Unity assets stay versioned without wrecking history.
Results
- A blockchain-integrated multiplayer FPS taken from base framework to published Android
.aab+ PC builds. - On-chain NFT verification, Firebase auth, and live-backend integration wired into the client.
- Survived a Play-Store security deadline via patched builds (CVE-2025-59489); size-optimized for distribution.
- The playable front of a full vertical I carried on this product: backend → game client → app-store release.
What this demonstrates
The thing a backend portfolio usually can't show: a shipped, visual, playable product. It proves range — Unity + real-time multiplayer netcode + mobile release engineering + security compliance — on top of the on-chain backend depth, and the ownership to carry one product across every layer from backend to app store.