Development and priorities
Roadmap, game updates, balance, economy and UX. Feature requirements, player feedback, QA and post-release validation.
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GAME EXPERIENCE / COMMERCIAL PROJECTS AND INDEPENDENT PRODUCTS
An independent Counter-Strike live service, GTA V RAGE:MP project management and a PC prototype in Unreal Engine 5. Each area has its own role, results and supporting material.
X-CLUSIVE · CS:GO / CS2 · 2021–2026
An independently operated F2P live-service product with paid in-game privileges. Platform development, server operations, player support and community operations.
PRODUCTION EVIDENCE · MARCH 2026
The screenshot shows my X-CLUSIVE platform running as a real production CS:GO server network during its peak period. I was the sole owner of the product and responsible for its development, LiveOps and commercial operation.
Roadmap, game updates, balance, economy and UX. Feature requirements, player feedback, QA and post-release validation.
Hired two developers to maintain and extend the platform. Coordinated administrators and moderators, personally promoted the project, acquired players and managed the RU/UA community.
Pay-to-Win privileges, payment integrations and automated purchases. Repeat purchases and returning paying players; handling payment failures, missing purchases, disputes and production incidents.
13 production servers across the product lifecycle; up to 12 in the infrastructure concurrently and 10 active during the established operating phase. Operations, moderation and support ran alongside product development.
Launched in late 2021, X-CLUSIVE generated more than UAH 200,000 in revenue during 2021–2023. With average monthly pay in Kharkiv around UAH 10,000, its peak monthly revenue reached approximately UAH 20,000. A production SQL snapshot for part of the period records 438 paying accounts and UAH 160,381 in payments; another UAH 16,000 was recorded in 2026. In March 2026, one active week generated approximately $400. Repeat privilege purchases and returning paying players sustained monetization.

The CS:GO game server website during the project’s operation; audience scale is shown above.
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I built paid profile, community, moderation and analytics modules for this platform.
Visit website ↗For a peak-concurrency reference, SteamDB reports 285 simultaneous Steam players for Unknown 9: Awakening and 100 for BAKERU. X-CLUSIVE reached 308 simultaneous players on its own server network. This gives scale context for live operations and player support, not a comparison of total audiences or sales: the games, platforms and time periods differ.
A March 2026 production screenshot recording 308 / 314 players online; historical online/user statistics; an anonymized production SQL snapshot containing payment fields; separate 2026 revenue evidence; community and server administration evidence; public platform and server-monitoring footprint; release/history screenshots; client or team references where available.
GTA V · RAGE:MP · PROJECT MANAGEMENT / UI / SYSTEMS
Paid Project Manager work on GTA V projects and a separate independent F2P RP product. Team and release management, game systems, interfaces and monetization.
Candidate sourcing and hiring, team coordination, requirements, tasks and task boards, technical coordination, QA and release control.
2023–2025 · Owner / PM / Community / UI & Systems
Launched and developed a commercial F2P multiplayer product. Worked on game systems, UI/UX, economy, payment flows and updates, implementing some changes personally and coordinating others.




Public development logs document gameplay systems, UI/UX, economy balancing, admin workflows, QA, infrastructure, release coordination and player-facing improvements across the project.
Used closed-beta feedback to improve the product; character loading in one documented workflow became approximately twice as fast.
INDEPENDENT PC PROTOTYPE / ALPHA
Built a playable 3D alpha prototype of a PC top-down bullet hell / survivors-like using C++ and Blueprints. Implemented interconnected game systems and validated them through iterative playtesting.
The playable prototype used a 3D map / arena with 3D player, enemy and turret models while the action was presented through a top-down camera.
Enemy pursuit and wave spawning, automatic targeting, multiple weapon behaviors including spread, pierce, rapid fire and explosive projectiles, HP / Damage, XP / Level Up, perks, barriers, autonomous turrets and SaveGame progression.
Enemy hit reactions and death / falling animations were configured alongside Niagara / VFX, projectile tracers and sound events to keep combat readable.
Playtests informed changes to camera behavior, enemy density, effect and tracer readability, sound and gameplay parameters. Validated how combat, enemy AI, waves, progression and UI worked together, assessing C++ / Blueprint implementation constraints.
The independent alpha prototype provided practical experience in evaluating game-system feasibility and accepting interconnected gameplay systems.