Project Manager
From a problem and requirements to a working release: task breakdown, priorities, team coordination, QA and validation. Experience across commercial game projects, SaaS and delivery-process automation.
- Paid GTA V projects · PM
- 2
- Contributors across game teams
- 10+
- Delivery time on one route · R/Engine
- −62.5%
What I can own
Define the project scope
Gather requirements, describe the workflow and agree on the intended outcome.
Build a delivery plan
Break the solution into tasks, identify dependencies and set priorities and release order.
Coordinate contributors
Assign ownership, connect participants’ work and resolve implementation blockers.
Manage changes
Refine requirements from feedback and assess how changes affect scope and release readiness.
Organize QA and acceptance
Define critical scenarios, verify fixes and review the result before release.
Bring the solution into use
Validate releases in real work, collect user problems and define follow-up improvements.
How this worked in practice
R/Engine · logistics and delivery
Independently took the project from courier-process analysis to requirements, mobile UX and a working release. Personally validated navigation, delivery progress and recovery during real shifts.
4 h+ without Route Engine → 1 h 30 min with the current version (−62.5%); a further −24% from July Beta to October Production (1:59 → 1:30). Used across five districts, tested on iPhone and Android.
Game products · GTA V / X-CLUSIVE
Owned tasks, hiring, technical coordination, QA and releases in two paid GTA V projects; coordinated 10+ contributors across game teams.
2 paid projects as PM. Independent X-CLUSIVE: 200K+ Steam accounts, peak 308 concurrent players.
Industrial CMS · B2B platform
Defined requirements for the catalog, requests and publishing, employee workflows and acceptance criteria. Reviewed connected public and administrative processes.
3 workflows: catalog, requests and publishing; 7 access roles.