Alexander Bakharev
Director of Product · Head of Production — Portugal, Remote EU
Open to Director of Product and Head of Production/Development engagements — EU, remote or relocation.
Director of Product and Head of Production with 15+ years leading production, product delivery, and scale operations across game development and technology. Managed distributed cross-functional teams of up to 150+ and €6M+ P&L and contributed to 70+ shipped titles. Over the last three years, used GenAI, MCP-based workflows, and multi-agent systems as practical production and operations tools: image-to-3D production for a 10M+ item catalogue, large-scale art cost optimization, autonomous community operations, B2B workflow automation, OSINT early-warning systems, and AI-driven team assembly.
Experience
Director of Product · Head of Production · AI Production Lead Feb 2025 – Present
Coordination Systems Consulting (Independent | B2B) · Lisbon, Portugal · Remote-EU
Embedded across client engagements as execution owner for production transformation, game production, generative content pipelines, and AI-enabled operations. Architected a generative 3D content pipeline for a 10M+ item catalogue, reducing projected production cost from €2.8M to €400K. Built ENIGMA, an 18-agent OSINT early-warning system, and WorkMesh, an AI-driven team assembly system for a 2,000-contractor pool.
Head of Production Jul 2022 – Jan 2025
X-FLOW (Happy Color, 280M+ downloads) · Remote-EU
Led operations for a MOBA and 4X strategy titles across 5 countries, managing €6M+ in development budgets and 150+ people. Ran A/B testing and tracked ARPU, ROAS, CPI, and D1/D7/D30 retention for Tier 1 markets (US, UK, DE, JP). Deployed an in-house Stable Diffusion pipeline eliminating €700K in external art costs over 12 months. Delivered a full-featured MOBA in 17 months against a 3+ year industry norm.
Head of Production Apr 2021 – Jun 2022
BeatHead · Hybrid-casual mobile games
Built and scaled a cross-functional team to 14; shipped 18 hybrid-casual titles from 30+ prototypes in 7 months. Owned end-to-end product strategy, concept to launch, working directly with publishers. Ran A/B testing and LTV-driven UA decisions across Tier 1 and Tier 2 markets.
Lead Producer Jul 2019 – Apr 2021
Azur Interactive Games · Casual / hybrid-casual publishing
Evaluated 20–30 prototypes monthly, owning the full pipeline from concept to soft launch. Led A/B testing, analytics, and monetization; optimized retention and LTV across Tier 1 and Tier 2 markets with international studios.
CEO Oct 2017 – May 2019
Net Riders · Warsaw, Poland
Founded and scaled a fully remote studio to 16 people across 4 countries in 9 months; raised €1.2M seed. Led full-cycle development of a mobile online shooter to a publisher-ready MVP.
CEO Earlier
Midcore Brothers
Scaled a casual-games studio to 41 people; 70+ shipped titles; full-cycle production for Big Fish Games.