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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
Blockchain + auth + backend integrationPhoton PUN2 multiplayer wiringSigned Android .aab + PC build pipelineSize cut 261 MB → 195 MBCVE-2025-59489 security patch

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 .aab bundles 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.