Pre-screened and vetted.
UX/UI Designer specializing in inclusive, research-driven digital products
“UX Designer who has shipped end-to-end mobile and web experiences, including a student library companion app integrated with Canvas to reduce navigation friction and overwhelm. Also built information architecture and navigation for a bead e-commerce site (Beadalon) using Miro/WordPress/WooCommerce and validated improvements via analytics. Has experience designing a mental-health journaling companion with guided prompts and sketching based on student interviews and prototype testing.”
Executive Film & Media Education Leader specializing in SaaS learning platforms
“Founder of René Estes, LLC and creator of Video Mentor, an ed-tech SaaS platform for teaching video production and film criticism, initially built after a $2M partnership exit/settlement and later paused/repositioned during the pandemic. Now seeking a co-founder and weighing fundraising vs. continued product refinement; also focused on growing Colorado’s film industry (sound stage expansion) and was selected for the cover of Top 100 Innovators and Entrepreneurs 2026.”
Junior Game QA Tester and Technical Artist specializing in Unreal Engine
Mid-Level Level Designer specializing in action-platformer and narrative-driven environments
Junior Architectural & Visual Designer specializing in architectural graphics and lighting design
Intern UX/Product Designer specializing in human factors and interaction design
Mid-level Video Editor & Motion Graphics Designer specializing in marketing and broadcast graphics
Mid-level UX/UI Designer specializing in web & mobile product design
Senior UX/UI & Product Designer specializing in AI and Healthcare SaaS
Intern Graphic Designer & UI/UX Designer specializing in digital products and game visuals
Mid-level Product Designer specializing in UX/UI for mobile and web products
Senior UI/UX & Product Designer specializing in design systems and high-craft visual experiences
Mid-level Game Designer specializing in Unreal Engine UI/AI systems
“Game economy/balancing designer who owned the economy for "Parliament" and rebuilt progression by introducing an active/passive ability system powered by an earn-and-spend currency. Uses spreadsheet-based TTK modeling plus telemetry KPIs and repeated playtests to tune difficulty, pacing, and scaling, and has experience aligning cross-functional teams around contentious economy/difficulty changes.”
Mid-level Product Designer specializing in UX/UI for web and mobile
“Product designer with experience owning healthcare mobile app redesigns end-to-end, from sketches and user flows through developer handoff and post-launch iteration. Has worked closely with QA, engineering, and customer support to improve engagement and build accessible experiences for both younger and older users, and is currently redesigning event pages in an Agile coaching platform environment.”
Senior Product Designer specializing in learning platforms and digital systems
“Educator-turned-product builder who has led end-to-end onboarding and training platform builds for nonprofits and universities, often as a solo operator handling discovery through implementation. Brings a distinctive blend of instructional design, UX simplification, and human-centered AI thinking shaped by hands-on teaching and tutoring experience.”
Junior Game Designer specializing in F2P casual mobile puzzle games
“Casual mobile game designer (Unity-focused) with a psychology background who uses player research and BI analytics to drive retention and revenue. Led major difficulty rebalancing across thousands of levels (reported +5–10% retention lift) and partnered with engineering/art to create a parameter-driven level generation pipeline that quadrupled chapter output and increased release cadence.”
Intern-level publishing design professional with writing and content editing expertise
“Publishing design intern with marketing-adjacent experience creating both written and visual content to drive traffic. Demonstrated ability to tailor messaging for different demographics—especially older audiences—across lifestyle, entertainment, and health content while monitoring engagement through clicks, views, and traction.”
Junior UX Designer/Developer specializing in web and AI-driven portfolio experiences
“Product/UX designer with strong front-end engineering capability who builds and deploys functional prototypes (React, Tailwind, Vercel) and bridges design-to-code via tokenized design systems. Has designed an AI-driven e-commerce fit/3D scanning experience (progressive disclosure, stress-map feedback) and is currently digitizing mass-casualty incident triage with haptics and spatially consistent, non-visual interactions to reduce medic distraction and error under extreme stress.”
Junior 3D Artist / Technical Artist specializing in Unity and Blender pipelines
“Real-time VFX artist with hands-on Unity experience (VFX Graph, Particle System, Shader Graph) who builds effects end-to-end—from low-poly Blender meshes to staged, timed VFX in-engine. Has demonstrated optimization work by rebuilding a particle-heavy lightning hand effect into a mesh+shader solution to reduce overdraw and GPU load while maintaining visual quality.”
Junior Product Designer specializing in 0-to-1 MVPs, design systems, and AI-native apps
“UI/UX Team Lead who built a design system from the ground up for Find Me (mobile + responsive web), focusing on reusable components, Figma variable-based workflows, and high-fidelity cross-functional handoff. Also designed an AI-driven predictive weather/travel comparison experience that simplifies complex climate data via a comparison model and layered UI, and uses prototyping to validate flows and catch issues early.”
Mid-level Game VFX Artist & Technical Artist specializing in real-time effects
“Real-time VFX artist with Unity experience who emphasizes gameplay readability and performance. Built a multi-component fireball effect for the top-down game Petopia (indicator/main/sub FX) and iterated based on both dev and player feedback, including trail adjustments for perceived speed and stronger impact feedback. Uses platform-driven tooling (Particle System vs VFX Graph) and prefers Amplify/ShaderLab/HLSL for performance-critical shader work.”