Oleg Sukalkin

Oleg Sukalkin

Senior Production Manager @ Tencent

About

Producer at the intersection of live operations and content production. 14+ years in the gaming industry, working on growing live games across regional markets and producing the content that makes them visible at scale.I started in F2P games publishing at Nival, a Russian game studio, leading operations on Prime World, a PC MOBA that reached six million accounts and scaled across five international markets. In 2014 I joined Riot Games to help launch League of Legends in Russia and the CIS, and stayed for four years as the region grew into Riot's fastest-growing globally. In 2018 I co-founded a production agency, closely collaborating with Riot Games and other publishers. In 2021 I moved to Tencent, where today I own production for PUBG Mobile global publishing campaigns and competitive programs.Highlights:- Owned end-to-end publishing for Prime World (F2P PC MOBA), driving 20x DAU growth across 5 international regions including a Steam-featured US launch. Designed monetization events that doubled ARPPU and grew paying user share to 14%;- Joined Riot Games for the Russia/CIS server launch and led regional production for 4 years, as the region became Riot's fastest-growing globally by 2019 and hit a historic server MAU record in November 2017;- Improved average production ROI for PUBG Mobile by 56% over a 3-year period through vendor negotiations and cost optimization.

Country

Netherlands

City

Amsterdam

Industry

Computer Games

Skill

Live Operations, Marketing Production, Game Publishing, Monetization Strategy, KPI Analysis and Reporting, Cross-functional Collaborations, CRM & Player Retention, Community Engagement, Brand Partnerships, Creative Production, Marketing Campaign Management, Cross-functional Team Leadership, Production Experience, Business Planning, Contract Negotiation, Strategic Initiatives, Creative Partnerships, Key Performance Indicators, Partner Relationship Management, Creative Ideation

Experience

Tencent

Senior Production Manager

Tencent

LinkedIn
2021-3 - Present · 5 yrs 7 mos

Amsterdam

A production-focused role within Tencent's PUBG Mobile global publishing team. - Drive PUBG Mobile's publishing presence across 10+ regions by delivering competitive and community programs, events, live broadcasts, video and creator content; - Produced 40+ global tournament and community campaigns over 5 years, online and offline, reaching 260M+ views and 250K+ peak audiences across multiple platforms annually, consistently exceeding KPIs up to 145% of target; - Own production budgets up to 8-figure annually; improved average production ROI by 56% over a 3-year period through vendor negotiations and cost optimization; - Manage the full production pipeline: concept design, scope of work, RFP, vendor sourcing, procurement, contract management, acceptance and approval cycles; - Track performance metrics across campaigns, report to stakeholders and iterate on production improvements; - Coordinate across internal teams (Regional Publishing, Live Ops, Finance, Legal, PR, Brand), aligning production deliverables with business goals and user value.

GIG.ME

Co-Founder / Executive Producer

GIG.ME

LinkedIn
2018-8 - 2021-3 · 2 yrs 8 mos

- Founded a production agency delivering events, live broadcasts and video content for game publishers; - Led new business development, building client pipeline, pitching services, responding to RFPs and running P&L; - Managed production cycles from concept to delivery – managing briefs, budgets, timelines, vendor pipelines and client feedback across international projects; - Hired and managed cross-functional project teams across multiple time zones.

Riot Games

Production Manager

Riot Games

LinkedIn
2014-6 - 2018-8 · 4 yrs 3 mos

Moscow

Joined for the League of Legends RU/CIS server launch and led production across publishing, live ops and community programs in Russia, Ukraine, Belarus, Kazakhstan, Georgia and Moldova. The region became Riot Games' fastest-growing globally by 2019. - Owned regional production calendar of seasonal campaigns, events, content and broadcasts, contributing to sustained average +9% YoY active player growth, +20% YoY new player growth and a historic server MAU record (November 2017); - Designed and produced in-game live ops events engaging 80K-150K participants per activation; - Delivered regional digital products: a publishing website (news, announcements, articles), a mobile community app and a custom esports watching portal; - Managed external production agencies and vendors end-to-end on a 7-figure annual budget, owning sourcing, briefing and delivery quality; - Coordinated across internal teams and HQ (Live Ops, Brand, Community, Support, Finance and Esports) to align regional production with the global publishing roadmap.

Nival

Producer

Nival

LinkedIn
2012-5 - 2014-6 · 2 yrs 2 mos

Moscow

Nival was Russia and CIS largest game development studio (~250 employees), known for Heroes of Might and Magic V. As Producer on Prime World – the studio's flagship AA free-to-play MOBA/RPG for PC – I sat between the development and publishing, owning a feature backlog with the dev team while running end-to-end publishing operations. The game reached 6 million registered accounts and 25,000 peak CCU (all-time record). Credited in game. - Owned a development backlog alongside publishing operations, working directly with the studio's Dev team to prioritize features, content and live ops items by player metrics and business impact; tracked in Jira and Confluence; - Authored weekly KPI dashboards and progress reports to project leadership, tracking performance across all markets and informing development and publishing priorities; - Drove 20x DAU growth over the project lifecycle, scaling the core market to 71K DAU / 236K MAU; - Designed and executed in-game monetization events that doubled ARPPU and grew the paying user share from 6% to 14%; monitored spend across 25 categories to determine pricing and event cadence; - Coordinated launches across Russia, US, Turkey, Europe on 1st party platform and Steam. Managed the lifecycle from Open Beta through Official Release (January 2014). Secured Steam featuring for the US launch.

TF2 World

Community Manager

TF2 World

2009-4 - 2011-12 · 2 yrs 9 mos

Moscow, Russian Federation

- Managed community platform, content creation and social media for a dedicated Team Fortress 2 gaming portal; organized online and offline community events.

Education

Rhode Island School of Design

Rhode Island School of Design

LinkedIn

Animation – Continuing Education

2024-2 - 2026-10 · 2 yrs 9 mos
Higher School of Economics

Higher School of Economics

LinkedIn

Strategic Management

2019 - 2021 · 2 yrs
Russian University of Humanities

Russian University of Humanities

LinkedIn

Public/Applied History

2007 - 2012 · 5 yrs

Oleg Sukalkin's Contact Information

Email

******@***.com

Phone

(**) *** ****

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