6.7×
Community growth
The official VK community grew from an independently archived 8.9K to 59.4K subscribers (+568%).
Web archive + VK admin dataFounder’s Office / Special Projects / Growth / Gaming
A founder-side operator who diagnoses bottlenecks, builds the operating logic around them, and carries execution through to measurable outcomes — backed by 24+ years inside gaming and esports.
01 / Positioning
A founder-side troubleshooter who connects strategy, owners, execution, and revenue.
02 / Selected proof
6.7×
The official VK community grew from an independently archived 8.9K to 59.4K subscribers (+568%).
Web archive + VK admin data344
A CS:GO 1v1 event reported by regional and university sources as Russia’s largest by participation at the time.
Publicly documented15K+
Archived platform counters grew from 513 registered players to 15,279, alongside 2,274 teams.
Independent web archives · 2010–12445K+
Problem-led gaming content turned recurring player pain into a durable search and audience asset.
Official YouTube counter · 15 Jul 202603 / Selected work
Case 01
The challenge was bigger than venue advertising: the local audience first needed a new mental model for what a modern esports arena could be.
As the contract launch lead, I owned category education, launch sequencing, citywide activation mechanics, administrator selection, community growth, and tournament programming. I began remotely and then worked on-site through the opening. Engineering, legal, and accounting remained with the owner and franchise management company.
I connected category education → share-led community growth → citywide offline activation → a paid soft opening → tournaments into one demand system. The sequence gave people repeated reasons to discover the category, join, share, pay, and visit.
VK views are platform counters, not unique people; no like-for-like claim about the full COLIZEUM network is made.
Case 02
A subject-matter expert could create valuable pedagogical materials, but there was no repeatable system for positioning, packaging, pricing, audience communication, or sales.
I built the commercial layer: offer architecture, value-based pricing, premium annual bundles, catalog structure, customer journeys, sales triggers, follow-up logic, automation, and operational analysis. I also designed the VK message sales funnel and conversational-bot logic—branches, triggers, follow-ups, purchase transitions, and standard-request handling—using TargetHunter for communication automation and Prodamus for the payment flow. Across 33 complete measured months, the community recorded 34.2M content views, 703.8K page views, and 427.6K interactions.
The audience footprint is materially wider than the subscriber count. Average monthly unique reach was 145.6K accounts—2.45× the current subscriber base—and the measured peak was 578.3K. Even treating every current subscriber as reached, the monthly average implies at least 86.2K reached accounts beyond that subscriber base. These are VK account-level reach figures, not audited unique people or market share: VK does not verify every account's profession, geography, or identity.
The partner owns the business and creates the pedagogical documents. My responsibility is the commercialization system around them in a limited role outside primary working hours; these are business-level results, not my personal revenue.
Case 03
My coaching connects player psychology, role clarity, communication, preparation, and review into one operating system rather than treating performance as aim alone.
Audience building was part of the Standoff 2 work, not a separate vanity project. An archived public snapshot records 11.4K Telegram subscribers in August 2025. Across February–September 2025, 1,182 posts with public counters recorded 2.28M aggregate views—about 1.9K per post.
11.4K is a verified historical snapshot, not a proven all-time peak. The 2.28M figure sums public post-view counters and is not unique reach.
Case 04
CWCS connected fragmented player, team, server, voice, tournament, news, and broadcast workflows into one operating system for the Counter-Strike 1.6 community.
As a co-creator, I worked on the product concept, player and team flows, community development, tournament logic, content, broadcasts, and monetization principles. Public archives document professional game servers, automated TeamSpeak 3 rooms, weekly tournaments, and regular streams. They do not establish that I personally coded the backend, so I do not claim that.
“Early automated platform” is the evidence-based claim. The counters are registered accounts and teams—not monthly active users, verified unique people, or an unsupported market ranking.
Case 05
The repeatable pattern was not “making content.” It was finding the question players were already trying to solve, selecting the right format and distribution surface, and building trust around it.
Under the Heu3BecTHocTb and OBSCURITY identities, I worked across live commentary, streaming, instructional video, community moderation, and player education. Public records connect my earlier broadcasts to ProPlay, GoodGame, ESL CIS, and OWN3D. I won ProPlay.ru’s commentator competition and the 2011 GoodGame Counter-Strike Stream Battle, where first place led to paid streamer work. I was also selected for ProPlay’s WCG 2011 coverage. In 2012, my channel passed the ESL CIS Stream Center selection and was featured in its upper block on the ESL CIS homepage. A preserved first-round ProPlay poll recorded 3,337 votes (26.8%) for Heu3BecTHocTb before the final win. By December 2011, the archived Twitch/Justin counter for my Heu3BecTHocTb channel showed 2,075,664 channel views; one visible saved-broadcast page reached 22,394 views. During the later independent media period, TwitchTracker records 1,370+ hours streamed and approximately 30,900 hours watched from April 2018 to May 2020. On the main YouTube channel, 25 still-public videos released in 2019–20 now have 437,666 views; seven Valorant/Vanguard problem-solving videos account for approximately 420,300 of them.
VCIOM later invited me to its expert discussion on digital hygiene and streaming and featured my commentary on esports audiences in episode 78 of its “Who Speaks? VCIOM!” podcast. Gazeta.Ru and Komsomolskaya Pravda also used my industry commentary. This is independent evidence of domain expertise—not a claim that I was employed by VCIOM.
YouTube figures are current counters checked on 15 July 2026, not views accumulated by July 2020. The 2011 figure is Twitch/Justin’s historical channel-view counter—not unique or concurrent viewers; 22,394 is a saved-broadcast page counter, not live audience. The surviving main-page captures were made while the channel was offline, so the remembered multi-thousand live peak is not presented as a verified metric. Later Twitch figures are third-party historical data with numerical coverage beginning in April 2018. ESL’s rules and homepage archive document the selection framework and featured placement; no standalone ESL result announcement has yet been recovered. Metrics are not added across platforms.
04 / Domain depth
Player, captain, coach, analyst, commentator, community builder, tournament operator, and product creator. That breadth gives me a practical model of how players, creators, teams, communities, and competitive products affect one another.
Co-created an early automated Counter-Strike 1.6 platform that reached 15,279 registered accounts and 2,274 teams in archived counters.
Evidence ↗Built a Twitch and YouTube content system around live formats, community, player education, and high-intent problem-solving content.
Evidence ↗Helped make a new esports-arena category understandable and commercially launchable in a regional city.
Invited to a VCIOM expert discussion and later featured as the esports commentator in episode 78 of its public-opinion podcast.
Building product logic, monetization, user journeys, QA, and automation around RANKID, Gefimi, and independent operating systems.
05 / Current product work
Two products are in active development; a third is an earlier gaming-ecosystem build now held in reserve. Together they show how I move from ecosystem logic to product flows, monetization, and implementation.
Racket sports · Co-founder · Pre-beta
Co-founder and Product & Growth Lead for a squash platform scheduled to enter beta on 26 July 2026. The official site states my scope as strategy, product logic, monetization, user journeys, AI-assisted development, functional testing, and marketing—connecting ratings, tournaments, live scoring, player and club profiles, subscriptions, advertising, and commerce. Six months of active squash training and competition gives me a current user perspective.
View product and verify role ↗
Independent product · Founder · Live alpha
Founder and AI Product Builder of Gefimi / Get First Mission, a live alpha that turns a person’s experience and voluntarily connected public traces into a practical vector, a seven-day mission, and a first offer. I design product logic, multilingual user journeys, privacy and evidence boundaries, and the mission → room → proof workflow; I coordinate AI-assisted delivery with Codex and Claude across the interface, Cloudflare infrastructure, API routes, analytics, QA, and release operations. Gefimi is not a freelance marketplace and does not promise income or hiring.
Open Gefimi live alpha ↗
Gaming ecosystem · Creator & Product Architect · 2020–2022 public build record
I created Pandenomika as a multi-sided ecosystem for gamers, streamers, and esports professionals. Public records show more than a concept: archive captures of the web application span January 2021 to October 2022, while a developer’s public work history documents a five-month full-stack build using Laravel, Vue, PostgreSQL, Redis, and Docker, including Counter-Strike servers and DevOps. Product modules covered player identity, teams, clubs, content, messaging, game and stream integrations, tournaments, subscriptions, payments, and matchmaking. VCIOM independently named me as the project’s creator and an ecosystem expert. It did not reach proven scale, so this is an implemented product and systems-design case—not a traction claim.
Paused by design — waiting for the right timing, team, and market conditions.
Shared operating method
I turn unclear business requirements into workflows, prototypes, QA processes, documentation, and repeatable operating systems. My working stack includes Claude, Codex, and ChatGPT for research and AI-assisted delivery; Replit and Bolt for rapid prototyping; Notion and Jira for specifications and work management; and Google Sheets for analysis and operational data. The accurate claim is AI-assisted execution—not “AI engineer.”
06 / Flagship engagement
A selective founder-side intervention for a business that has stopped converting effort into growth. One defined mandate, one accountable operator, and thirty days from ambiguity to an executable system.
30 days · one founder · one business
I work beside the founder to expose the constraint behind the current ceiling, test the commercial logic, and turn the strongest path into priorities, owners, milestones, and a working execution rhythm. This is diagnosis plus operator-level intervention—not motivational coaching and not a slide-deck handoff.
Founder interview, business-data review, customer and funnel logic, constraint map, and ranked hypotheses.
Three viable strategic vectors, trade-offs, kill criteria, and a recommendation with the reasoning made explicit.
A 30/60/90-day roadmap, owners, milestones, operating cadence, and the first implementation workstream launched.
starting investment from $7,500
Excludes payment-platform fees and applicable taxes.
Milestone escrow
Engagement boundaries
The sprint covers one company and one agreed growth or execution mandate. It includes up to three stakeholder interviews, review of the agreed evidence set, weekly founder sessions, written working documents, one revision round, and one implementation workstream within the thirty-day window.
Paid media, software, travel, legal or financial advice, team recruitment, and implementation beyond the agreed workstream are separate. Larger, multi-market, or additional implementation scope is quoted separately. Revenue, investment, and growth cannot be guaranteed. Milestones use a mutually approved escrow platform where available; confidentiality and AI-data rules are agreed in writing before kickoff.
07 / Availability
Special Projects, Business Operations, Product Growth, or Gaming Ecosystem roles. Current projects remain limited partner commitments outside working hours, with conflict boundaries agreed upfront.
Product and monetization diagnostics, market-entry strategy, commercial-system design, and launch execution.
Gaming ecosystems, competitive-product design, team performance, community mechanics, and player strategy.
Transparent language setup
I work effectively in written English with translation and AI support. My current 90-day target is conversational B1. For initial live interviews, I request a Russian-speaking interviewer or a disclosed, employer-approved interpreter or translated-caption setup. I am comfortable proving my skills through a written case or paid work sample in English.
Currently based in Saint Petersburg, Russia, and available to start in July 2026. Available to relocate to Serbia after a signed offer, subject to final travel and immigration clearance. Open to China and other locations with visa and relocation support.
08 / Contact