I'm Dzmitry Harupa, Head of Architecture. 17 years of high-load systems, 10 of them in iGaming. I design architecture, take AI/ML to production and still write code myself. TOGAF, SAFe and AWS certified. 100% remote.
From a one-off consultation to a fractional CTO role — pick the depth you need now.
Architecture reviews and roadmap sessions. One call — specific recommendations.
From concept to a working prototype. Architecture documentation is part of the result.
Technology leadership part-time: from monthly advisory to a full CTO roadmap.
Hands-on workshops for your team: architecture, AI/ML, working with ADRs.
Enterprise architecture, AI/ML and ten years of iGaming domain knowledge — hands-on, in code.
Senior-level expertise without a full-time salary and overhead.
The scope changes with your needs. You pay for hours, not a seat.
Hiring a CTO takes months. Here the first call is this week.
Start with a free consultation. A retainer comes after you see results.
Working prototypes, executable architectures, code in production.
Flexible timezone coverage and async communication.
>$1.2M saved per year on AWS Bedrock & SageMaker.
200K+ msgs/sec across 1000+ systems, <100ms p99 latency.
40% of transactional load migrated; release lead time down 57%, deploys under 15 minutes.
Decisions on data. Results in numbers.
Ten years in iGaming: Casino, Sports, Poker, PAM, payments and CRM. Production AI/ML on AWS Bedrock, SageMaker and LangGraph.
I grew an architecture practice from 6 to 12 architects plus 20 system analysts, mentored three of them to Head-of-Technology roles and led 200+ engineers. I still write production code.
What I work with: architecture, AI/ML, iGaming.
Earlier the canvas assembled a single clip. Now it has a name — Vini Studio — and it grew from a graph into a workspace where I can turn out clips in batches. Inside: why the element library and the render cache are one mechanism over an artifacts table; a prompt manager with system and personal templates; a node that compresses the previous episode into ~1000 tokens of memory; parallel runs and the topological-sort bug that made scenes start before the scriptwriter feeding them; subtitles built not from my script but from what was actually said on screen; a design system I generated with a single prompt, and packaging rendered in Remotion. Plus an honest look at the numbers — twelve dollars a clip and 22% full-watch retention.
ReadIn episode two of "Sheriff Potato" the cast grew, and the first-frame trick stopped carrying it — to keep characters from drifting between scenes I moved the canvas to references, my "universal elements". Inside: why video models force you to choose between a first frame and elements (and why Kling is the exception), what 8 seconds cost on Grok, Gemini and Seedance, the 480p trick, ImageRef tags and characters' distinguishing marks. Plus an honest look at scene-six bugs — and the finished episode at the end.
ReadThe first three parts took the pipeline apart piece by piece — the LLM for the scriptwriter, the video model, the storyboard. Here I show the whole canvas at once: my own node editor on litegraph and the ComfyUI core, where Claude writes the script, characters live as reusable "souls", and the "one frame → video" trick holds a scene's opening. Plus the first clip the canvas assembled on its own, and the "cabbage hat" bug that taught me the most.
ReadDescribe the problem in a couple of paragraphs — or skip ahead and book a free 30-minute call.
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