Business Troubleshooter / Founder-Side Operator

I find what keeps a business stuck — then turn decisions into measurable outcomes.

I enter where momentum has collapsed, expose the constraint others stopped seeing, and build the system that moves the business again — across products, markets, communities, and high-pressure execution.

Image: COLIZEUM Sterlitamak public media archive, 2019 ↗

01 / Positioning

A founder-side troubleshooter who connects strategy, owners, execution, and revenue.

THE UNSEEN OPERATOR / 01

When the obvious moves stop working.

I make the constraint visible.

I design causal chains in which every action creates the conditions for the next—until an assigned problem becomes an achieved outcome.

02 / ROLE DECODED

TROUBLESHOOTER IS NOT A JOB TITLE. IT IS A MODE OF OPERATION.

Called when the problem has already survived the obvious solutions.

I do not add another opinion to the room. I separate the real constraint from its convincing symptoms, then build the sequence that moves the system.

≈80

business diagnosticsacross companies and operating contexts in different sectors

  1. 01 / INPUT The team sees symptoms.

    Meetings multiply. Deadlines move. Every department has a plausible explanation.

  2. 02 / DIAGNOSIS I isolate the constraint.

    Noise is removed until one causal node explains why the system keeps returning to the same state.

  3. 03 / CONSTRUCTION A causal chain replaces the action list.

    Each move creates the conditions for the next: priorities, owners, timing and evidence become one operating logic.

  4. 04 / OUTCOME The problem becomes manageable.

    Not a presentation about change — a system that can reach the assigned result.

You may not know what a troubleshooter is.
Usually, one is called after familiar job titles have stopped helping.

02 / Selected proof

Results before titles.

6.7×

Community growth

The official VK community grew from an independently archived 8.9K to 59.5K subscribers (+569%).

Web archive + VK admin data

344

Players in one tournament

A CS:GO 1v1 event reported by regional and university sources as Russia’s largest by participation at the time.

Publicly documented

15K+

Registered CWCS accounts

Archived platform counters grew from 513 registered players to 15,279, alongside 2,274 teams.

Independent web archives · 2010–12

445K+

YouTube channel views

Problem-led gaming content turned recurring player pain into a durable search and audience asset.

Official YouTube counter · 15 Jul 2026

03 / Selected work

Five systems.
Five kinds of leverage.

CASE SELECTOR / MOVE TO EXPLORE

Select a system. Enter the evidence below.

01 / PROBLEM

NEXT SIGNAL

Case 01

COLIZEUM Sterlitamak · Contract Launch Strategy & Growth Lead · one-month engagement · 2019

Building local demand for the city’s first esports arena.

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 ADMIN / MONTHLY LAUNCH SIGNAL

Attention became subscription, conversation, and a visit.

A preserved monthly VK admin snapshot from the community under my launch management records the complete movement from reach to commercially useful action.

35.4K page views in the monthly snapshot
VK administrator dashboard with the monthly COLIZEUM Sterlitamak community metrics PRIMARY EVIDENCE / VK ADMIN PANELOpen the original screenshot ↗
1.7Knew subscribers
391 / 558new / total conversations
978users who commented
322 / 76website clicks / phone taps

The monthly period is stated from the owner-authorized saved context; its selector is outside the photographed frame.

5.1×
publicly archived community growth in 46 days: 586 (22 Nov 2019) → 2,978 (7 Jan 2020)
11K
launch-post views by 22 Nov 2019; 176 likes and 123 shares
344 / 117
participants: 344 in CS:GO and 117 in Dota 2, documented by independent media
Mikhail Bakhman presenting from the COLIZEUM tournament venue REAL TOURNAMENT VIDEO / 14 DEC 2019The 344-player CS:GO 1×1 tournamentWatch the surviving VK Video page ↗

VK views are platform counters, not unique people; no like-for-like claim about the full COLIZEUM network is made.

Case 02

Doshkolnoye na Lakonichnom · limited part-time partnership · 2023–present

Turning expert content into a premium commercial system.

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, 700.7K page views, 427.6K interactions, and 169.7K incoming messages. Message volume is not presented as unique people, leads, or sales.

Main page of the live Methodological Cabinet for Teachers product
Live product · customer promise and material catalogue
Free, subscription and store access model of the live product
Commercial architecture · free access, subscription and store

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.

6.69×
verified community growth: 8,886 → 59,459; the operational starting point was approximately 5K
145.6K
average monthly unique reach across 33 complete measured months
169.7K
incoming VK messages across 33 complete measured months; not unique people, leads, or sales

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

Counter-Strike · Standoff 2 · PUBG PC · PUBG Mobile

Building competitive teams, development pathways, and the audiences around them.

My coaching connects player psychology, role clarity, communication, preparation, and review into one operating system rather than treating performance as aim alone.

  • East Legends WomenFASTCUP SAKURA #4 champions among 22 teams.
  • FirstCyberYouth CS:GO coach at the first esports camp.
  • Oxuji eSports4th at Winline EPIC Cosmo:Saffar; No. 6 in the dated Rankoff ranking.
  • BOISTEROUS · MAJOR BY ABAYFounded BOISTEROUS as a multi-roster PUBG PC/Mobile organization with academy and junior development; in 2021, MAJOR BY ABAY—the CS academy founded by Major champion Abay “HObbit” Khasenov—officially announced me as a coach.

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.

During a July–August 2025 player-discovery campaign, the public call generated 100+ applications in its first hour; 359 submitted forms were ultimately reviewed and ranked. WINLINE Standoff 2 independently reported that the online application process produced four experimental rosters with 20 selected players.

RUSH VTB Cup Standoff 2 field vlog by Mikhail Bakhman FIELD VLOG / RUSH VTB CUP 2025Before the final: a pick for Virtus.pro—the eventual 2:1 winner.Watch from the prediction ↗
11.4K
verified historical Telegram audience
2.28M
aggregate post views, Feb–Sep 2025
1.9K
average views per counted 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. The 100+ and 359 application counts were publicly reported in the owned channel; WINLINE independently confirms the four-roster, 20-player outcome. No market-wide “record” claim is made because comparable comprehensive data was not found. The vlog was published after the event: its edited sequence documents the pre-final pick, but it is not an independently timestamped prediction.

Case 04

World Cyber Space / CWCS.ru · 2010–2012

Building an early self-service Counter-Strike competition platform.

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.

513 → 15,279
registered player accounts in archived platform counters
160 → 2,274
registered teams from December 2010 to April 2012
32 / 128
teams and participants in the first documented ProPlay 5×5 event

“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

Legacy commentary 2011–2012 · OBSCURITY media 2017–2020

Turning player problems, live formats, and expert judgment into audience.

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.

2 wins
verified ProPlay and GoodGame platform competitions in 2011
2.07M
legacy Twitch/Justin channel views recorded by December 2011
445,511
official current views on the main YouTube channel

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.

FIELD NOTE / BOUNDARIES UNDER PRESSURE

Different rooms.
Same function.

To the room: a host with a microphone. To the system: one point in a designed chain where attention changes action, action changes behaviour, and behaviour changes the result.

Real documentary frame · Mikhail Bakhman with microphone · Counter-Strike event production

04 / Domain depth

Inside gaming since 2001.

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.

  1. 2010–12

    CWCS / World Cyber Space

    Co-created an early automated Counter-Strike 1.6 platform that reached 15,279 registered accounts and 2,274 teams in archived counters.

    Evidence ↗
  2. 2017–20

    OBSCURITY media project

    Built a Twitch and YouTube content system around live formats, community, player education, and high-intent problem-solving content.

    Evidence ↗
  3. 2019

    Market launch

    Helped make a new esports-arena category understandable and commercially launchable in a regional city.

  4. 2020–21

    Industry voice

    Invited to a VCIOM expert discussion and later featured as the esports commentator in episode 78 of its public-opinion podcast.

  5. 2026

    Product & AI-enabled execution

    Building product logic, monetization, user journeys, QA, and automation around RANKID, Gefimi, and independent operating systems.

Mikhail Bakhman taking a tactical position during a paintball match 01 / POSITION

MIKHAIL BAKHMAN / REAL PAINTBALL COMPETITION FRAME

Mikhail Bakhman changing direction at speed during a squash competition 02 / MOMENTUM

MIKHAIL BAKHMAN / SQUASH COMPETITION

FIELD LOG / RANGE

Different arena.
Same operating instinct.

Read the field. Take the position. Change direction before the window closes. Range is not a list of hobbies—it is the ability to remain effective when the rules, tempo and pressure change.

05 / Current product work

From ambiguous idea to testable system.

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 · Public beta

RANKID

Co-founder and Product & Growth Lead for a squash platform now in public beta. 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 ↗

rankid.pro/home

RANKID home page RANKID squash rating RANKID tournament catalogue RANKID squash shop RANKID growth index
01 / ENTRY

One home for racket sport.

The front door connects discovery, community, competition and personal progress.

02 / IDENTITY

A rating that gives every player a position.

Categories, regions and player profiles turn fragmented results into a visible competitive identity.

03 / COMPETITION

Tournaments become an operating layer.

Discovery, registration, schedules, brackets and live context live inside one flow.

04 / COMMERCE

Participation connects to commerce.

The shop extends the ecosystem from playing and competing into equipment and recurring value.

05 / PROGRESS

The final product is visible growth.

The growth index translates activity into a personal trajectory—a reason to return, play and improve.

Independent product · Founder · Live alpha

GEFIMI

GET FIRST MISSION

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 ↗
GEFIMI / LIVE ALPHA 01 / 04
Gefimi public start screen Gefimi mission input and vector interface Gefimi Solution Room interface Gefimi local mission space

MISSION PIPELINEONE CLEAR STEP

01 / SIGNAL

Experience stops being a biography.

What a person has done, built, learned and helped with becomes raw material for a useful direction.

02 / VECTOR

One answer produces a direction, not a verdict.

Gefimi extracts a strong vector, alternatives and an immediate seven-day mission without pretending to predict a career.

03 / ROOM

Intent becomes a small operating room.

A request is decomposed into roles, invitations, responsibilities and the next observable action.

04 / PROOF

The mission ends with evidence.

The product remembers what was attempted and completed, turning movement into a trace that can support the next opportunity.

Gefimi — a Solution Room turns a request into roles, an invitation, and a proof step.

Gaming ecosystem · Creator & Product Architect · 2020–2022 public build record

RECOVERED DIGITAL ARTIFACT / 2020—2022

PANDENOMIKA

Not a landing page. An attempt to build the operating system of a player’s digital life.

ECOSYSTEM CORE 01 / 05
Pandenomika player identity and performance interface Pandenomika rankings and player comparison interface Pandenomika match and live game integration interface Pandenomika referral and ecosystem economy interface Pandenomika connected player ecosystem interface

REAL INTERFACE FRAMES / ORIGINAL VISION FILM

01 / IDENTITY

A player becomes a persistent identity.

Stats, inventory, reputation and progress stop living in disconnected services.

02 / STATUS

Performance becomes social capital.

Rankings connect achievement to discovery, teams and competitive status.

03 / PLAY

Games become a live data layer.

Match history, streams and server activity feed one continuous player context.

04 / ECONOMY

Attention enters an economy.

Subscriptions, referrals, rewards and payments turn participation into measurable value.

05 / NETWORK

The product is the connection between every layer.

Players, teams, clubs, creators, tournaments and brands operate inside one system.

Shared operating method

AI-assisted product execution

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.”

07 / Paid formats

Start with the smallest intervention that can change the decision.

01

Decision diagnostic

A prepared 60-minute private working session for one decision-critical problem, followed by a concise decision note. Fixed fee: USD 3,200.

02

Constraint & decision sprint

Seven to ten working days to diagnose one constraint, compare viable paths and leave an executable sequence. Starting at USD 10,000.

03

Operator mandate

Hands-on cross-functional ownership through implementation: cadence, owners, dependencies and measurable review loops. Scope and fee by written proposal.

08 / Contact

Building something that needs clearer logic and stronger commercial execution?

INTENT ROUTER / SELECT THE RIGHT DOOR

Different intent requires different evidence. Choose the route that matches the decision you actually want to make.

↓ CHOOSE A SCENARIO — EVERY PANEL OPENS A FORM
BAKHMAN / INTAKE PROTOCOL

At this stage I assess fit only. Problem-solving begins after payment.

If no mail app opens, copy the brief and send it to mikhail.bakhman@outlook.com · Telegram

BAKHMAN / CASE FILE