GAME EXPERIENCE / COMMERCIAL PROJECTS AND INDEPENDENT PRODUCTS

Game products and LiveOps

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

Counter-Strike · X-CLUSIVE

An independently operated F2P live-service product with paid in-game privileges. Platform development, server operations, player support and community operations.

Unique Steam accounts on X-CLUSIVE servers
200K+
PLAYERS ONLINE AT THE SAME TIME · X-CLUSIVE PEAK
308
X-CLUSIVE unique players / 24h
~7K
Discord community members · active X-CLUSIVE period
≈3K

PRODUCTION EVIDENCE · MARCH 2026

X-CLUSIVE production snapshot · 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.

≈$400revenue in one week during this period
X-CLUSIVE showing 308 of 314 players online concurrently across the CS:GO server network in March 2026

My product responsibilities

Development and priorities

Roadmap, game updates, balance, economy and UX. Feature requirements, player feedback, QA and post-release validation.

Team and community

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.

Monetization and LiveOps

Pay-to-Win privileges, payment integrations and automated purchases. Repeat purchases and returning paying players; handling payment failures, missing purchases, disputes and production incidents.

Scale and commercial results

Server infrastructure

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.

Revenue and paying players

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.

X-CLUSIVE web platforms

CS:GO · earlier website

CS:GO · earlier website

The CS:GO game server website during the project’s operation; audience scale is shown above.

Visit website ↗
CS2 / CS:GO · newer platform

CS2 / CS:GO · newer platform

I built paid profile, community, moderation and analytics modules for this platform.

Visit website ↗
Peak concurrency in context

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.

Materials supporting the results

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

GTA V · RAGE:MP

Paid Project Manager work on GTA V projects and a separate independent F2P RP product. Team and release management, game systems, interfaces and monetization.

paid projects as PM
2
contributors in game teams
10+
revenue / direct cash spend of the independent RP
7.5×
documented independent RP changes delivered personally or under direct control
80%+

Commercial PM experience

Candidate sourcing and hiring, team coordination, requirements, tasks and task boards, technical coordination, QA and release control.

Independent GTA V RP product

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.

Interfaces: the delivered work

Development details and public dev-log

Public development logs document gameplay systems, UI/UX, economy balancing, admin workflows, QA, infrastructure, release coordination and player-facing improvements across the project.

  • Reworked more than 10 player-facing interfaces, including authentication, character creation, HUD, inventory, phone, tablet, admin panel, support tickets, clothing, barber, tattoo, banking and business management.
  • Implemented and reworked multiplayer systems covering inventory drag-and-drop, real-time Player–Admin tickets, dispatch calls, phone location sharing, admin permissions, action logging, Discord webhooks, jobs, factions, transport and death states.
  • Delivered a broad content scope: 300+ vehicle configurations, 75 added vehicles, 185 clothing items, 430+ housing updates, 360 storage locations, new interiors, businesses and faction assets.
  • Reduced build times by approximately 3×: CEF from 68s to 19s, server from 3s to 800ms and client from 1.6s to 600ms; also accelerated character spawning and interface loading.
  • Set up hosting, project websites, domain configuration and DDoS protection while validating releases through regression testing and documented development updates.

Used closed-beta feedback to improve the product; character loading in one documented workflow became approximately twice as fast.

INDEPENDENT PC PROTOTYPE / ALPHA

Unreal Engine 5

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.

C++ Blueprints Niagara / VFX

GAMEPLAY SYSTEMS / WEB RECONSTRUCTION

Gameplay loop in motion

Lightweight Canvas reconstruction of the UE5 combat loop, including pickups, dash and shockwave. A portfolio visualization, not captured gameplay.

3D world and top-down camera

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.

Combat and progression

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.

Animation and combat feedback

Enemy hit reactions and death / falling animations were configured alongside Niagara / VFX, projectile tracers and sound events to keep combat readable.

Playtesting and iterative decisions

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.