Position: Product manager, Producer
Category: Product Manager
English level: fluent
Years of experience: 11

I specialize in increasing the efficiency of remote teams. After COVID, this format of work has become the most common, and I have focused my practical knowledge of each stage of development on building trust within teams.
My meticulous and perfectionist approach is quite demanding, so in order to have these rules accepted by the team, I practice three key rules: respect, transparent encouragement of efficiency (because that's why we're all here) and my detailed expertise.
5 years of work as a game designer and 7 years in the roles of Producer or PM, controlling teams of 150+ specialists and successful products that were fully in my responsibility - give me the opportunity to speak with the team in the same language.
GSC Game World (stalker2.com)
Kyiv // January 2021 - nowadays, Senior Product manager

Project: S.T.A.L.K.E.R.2
- managing team of 300+ specialists;
define departments structure and develop department processes;
- develop team leaders daily routine in a way to adapt the scaling process (roles, sets of responsibilities and its distribution);
- working with departments to create schedules, tracking milestones, managing dependencies, review development progress to ensure the product meets its goals
- develop transparent visual reports to Executives;

PlayMagic (playmagic.com.mt)
Kyiv // February 2020 - December 2020, Senior Producer

defining product MVP according to Creative Director product vision;
identification of needed feature-set and preparation of set of rules for game-designer before GDD creation;
preparation of development plan with milestones and deadlines;
each milestone received its own proof-of-concept task;
feature implementation in close collaboration with tech team;

Arrible (Arrible.com)
Kyiv // August 2018 – January 2020, COO

As a COO I was responsible for setting up Arrible production studios in Kyiv and Odessa offices and managing the enterprise's day‐to‐day activities including the strategic, operational and financial performance.

- manage development teams through line managers and make sure teams work in accordance with defined pipeline and deliver products within expected timelines and with high quality;
- prepare strategic plans to maximize opportunities or avoid negative impact;
- budgeting & financial forecast;
- personnel recruitment;
- development and coaching of managers;
- improvement of development processes depending on company needs;

Playsoft Games (playsoftgames.com)
Gdansk (Poland) // March 2017 - October 2018 // Product Owner

- Creating of initial design requirements: pitch, core loop, economy and progress balance, GDD;
- Defining the product roadmap;
-Translating business requirements into user stories for the development teams to implement; - Following the budget and reporting progress to stakeholders
- Sharing product vision with the team, ensuring that they understand the idea of the product;

Postrelease operating: KPI analyzing, creating model of prediction of droppers, watchful analyzing of players reaction on each game step. Improving\adding features according to KPI assessment.

Game designer experience
WhaleRock Games  Jan 2016 - Nov 2016
WARGAMING.NET Feb 2013 - Oct 2015
FROGWARES Jan 2012 - Feb 2013
With a big Game-designer experience in previous years, i have gained an in-depth understanding of what it takes to make a successful development team. Additionally, my experience as a Product Manager, responsible for overseeing every aspect of a project, including some quite successful cases, demonstrates my skillset and sense of responsibility.

My work on the highly-anticipated STALKER2 project at GSC further highlights my growth in competencies. I have also worked on multiple side projects, which have allowed me to expand my knowledge and skillset even further.

Overall, my extensive experience and passion for the industry make me confident in my ability to contribute meaningfully to any project. I am eager to continue growing and pushing the boundaries of what's possible in game development.