# Alexander Bakharev > Head of Production and Operations Executive. 12+ years scaling tech companies across SaaS, gaming, and AI. €6M+ P&L. Teams to 150+. 70+ shipped titles. Based in Portugal. ## Identity - Full name: Alexander Bakharev - Also known as: Alex Bakharev, Александр Бахарев - Nationality: Ukrainian - Location: Portugal - Contact: alexander.bakharev@pm.me - LinkedIn: https://www.linkedin.com/in/bakharev/ - GitHub: https://github.com/alexanderbakharev - Crunchbase: https://www.crunchbase.com/person/alexander-bakharev - Website: https://alexbakharev.com - Alternate domain: https://alexanderbakharev.com (redirects to alexbakharev.com) ## Professional Summary Alexander Bakharev is a Head of Production and Operations Executive with 12+ years scaling tech companies across SaaS, gaming, and AI. He has led three companies as hired executive. He has raised $1M+ in funding, managed €6M+ in P&L, and built distributed teams of up to 150+ people across 5 countries. He has a track record of shipping multi-agent AI systems, building production infrastructure, and delivering products from concept to market. Risk assessment and fraud pattern recognition for investment due diligence. ## Career History ### Independent Consulting (February 2025 – Present, Portugal) Head of Production / Product Owner. Production operations and launch strategy consulting for gaming and technology companies. - Shipped multi-agent AI systems: 24/7 autonomous community host (Discord/Telegram/WhatsApp) and AI front-desk for HoReCa replacing manual ops end-to-end — calls, bookings, reviews. Agent orchestration, RAG, business tool integration. - Architected LLM-powered AI layer for a 16K+ specialist platform across 40+ countries: automated performance tracking, meeting transcription with takeaways, bottleneck prediction. Slack/Jira/Meet integrated — cross-team AI-as-a-service model with measurable process optimization. - Built and deployed a visual generation pipeline (SDXL, custom LoRA, ControlNet, ComfyUI, Python) replacing manual art production for a game studio — automated QA, batch processing, engine integration. ### X-FLOW (July 2022 – January 2025, Lisbon, Portugal) Head of Production. Led operations for MOBA title Epic Rift and 4X strategy game across five countries (UK, Poland, Cyprus, Belarus, Armenia). Managed over €6M in annual P&L. Scaled teams to 80 people. Built distributed production infrastructure with three art outsourcing studios, one development partner, and 18 outstaffed specialists. Delivered a full-featured MOBA comparable to Wild Rift in 17 months — a timeline that typically exceeds three years. Deployed in-house Stable Diffusion pipeline with custom training, eliminating €700K in external art costs over 12 months, reducing concept iteration time by 40%. Achieved average playtime over 50 minutes in internal testing. ### BeatHead (April 2021 – June 2022, Minsk, Belarus) Head of Production. Built and scaled cross-functional game development team to 14 people. Iterated through 30+ prototypes in 7 months, launching 18 titles to market. Owned end-to-end product strategy including concept, A/B testing, analytics, marketing creatives, and launch. Managed stakeholder reporting and maintained investor confidence throughout extended pre-launch cycle. ### Azur Interactive Games (July 2019 – March 2021, Minsk, Belarus) Lead Producer. Evaluated 20-30 game prototypes monthly from global studios, managing full pipeline from concept to soft launch. Led A/B testing, analytics optimization, and monetization strategies across portfolio. Data-driven go/no-go decisions based on KPIs. Managed publisher-studio relationships across multiple simultaneous projects. Pitched and validated original game concepts, overseeing prototyping and market testing. ### Net Riders (October 2017 – January 2019, Warsaw, Poland) CEO. Built and scaled fully remote game development studio from zero to 16 people in 9 months. Raised $1.3M in seed funding and maintained investor relations through regular strategic reporting. Led full-cycle development of Net Riders, a mobile online shooter, delivering a functional MVP with publisher-ready metrics. Achieved 45% Day-3 retention and 50+ minute session length, validating product-market fit. Drove technical pivot from Unity + Photon to Unreal Engine without derailing timeline or budget. Designed F2P cosmetic monetization model aligned with publisher acquisition strategy. ### Midcore Brothers (March 2013 – October 2017, Kyiv, Ukraine) CEO. Joined as CEO and scaled casual games outsourcing studio from early stage to 41 people, delivering 70+ shipped titles. Led full-cycle production for Big Fish Games — the world's largest casual games publisher — across HOPA, Match-3, Mahjong, Solitaire, and Slot Machine genres. Established full company infrastructure: business strategy, P&L management, legal framework, production pipelines, and operational processes. ## Education - Master of Laws (Banking, Corporate, Finance, and Securities Law) — Kyiv Institute of Internal Affairs - Master of Finance (Banking and Financial Support Services) — Alfred Nobel University ## Certifications - Google Project Management Certificate (Google) - Generative AI for Cybersecurity Professionals Specialization (IBM) - Game Theory (Stanford University) ## Skills Product Operations, Launch Coordination, Cross-functional Team Leadership, Data-driven Decision Making, Process Design & Scaling, Stakeholder Management, P&L Management, Multi-Agent AI Systems, LLM Integration, RAG Pipelines, Agent Orchestration, Stable Diffusion Deployment, Visual Generation Pipelines, SDXL, LoRA Training, ControlNet, ComfyUI, Mobile Game Development, MOBA Development, HOPA Games, Match-3 Games, Free-to-Play Monetization, A/B Testing, Unit Economics, Art Outsourcing Management, Technical Pivots, MVP Development, Risk Assessment, Fraud Pattern Recognition, Investment Due Diligence. ## Languages English (Proficient), Ukrainian (Native), Russian (Native) ## Notable Achievements - Shipped multi-agent AI systems replacing manual operations end-to-end for HoReCa and community management - Architected AI layer for 16K+ specialist platform across 40+ countries - Delivered a MOBA comparable to Wild Rift in 17 months (industry standard: 3+ years) - Built AI art pipeline saving €700K/year in production costs - 70+ shipped game titles for Big Fish Games - Raised $1.3M in seed funding for game studio - Managed distributed teams across 5 countries simultaneously - Dual Master's degrees in Law and Finance