Pre-screened and vetted.
Junior Product/UX Designer specializing in human-centered design and B2B SaaS onboarding
Junior Technical Artist specializing in real-time 3D, shaders, and VR/AR
Junior Design Engineer specializing in product design, UX systems, and creative AI tools
Senior UI/UX Designer specializing in enterprise design systems and zero-to-one products
Mid-level Content Producer and Video Editor specializing in e-learning and brand media
Junior UI/UX Designer specializing in enterprise, healthcare, and consumer product UX
Director-level Product Design leader specializing in SaaS and UX strategy
Director-level Creative Director & Senior Video Producer specializing in post-production and motion graphics
Mid-level Product Designer specializing in enterprise UX and AI-powered SaaS
Director-level Creative Designer specializing in brand, UI/UX, and multimedia production
Mid-level Motion Designer specializing in broadcast graphics, 3D animation, and VFX
Senior Virtual Production & VR Technical Designer specializing in mocap and Unreal Engine
Principal UI/UX & Product Designer/Developer specializing in SaaS and data-intensive web apps
Senior UI Developer specializing in Angular and React enterprise web applications
Staff UX/Product Designer specializing in enterprise cloud and AI-driven experiences
Director-level Creative Director & Video Editor specializing in film, TV, and video game marketing
Mid-level Graphic Designer specializing in digital marketing campaigns and motion assets
“Marketing/brand designer with beauty-industry experience (SalonCentric, IT Cosmetics) focused on modern, high-polish creative that balances luxury aesthetics with clarity for complex promotional information. Produces high-volume print variations efficiently in Illustrator (multi-artboard files) and supports fast-turn video needs via an asset-library + template-driven editing workflow.”
Mid-level Unity/XR Developer specializing in AR/VR training and WebAR experiences
“Unity/OpenXR VR developer who largely solo-built a Cabin Crew Member VR training simulator at Nediar, including custom two-hand interactions and complex UI on grabbable/moving objects. Demonstrates strong Quest performance optimization (Quest 1-focused culling/LOD/texture scaling) and clear knowledge of Meta Quest release requirements (AAB/ARM64, VRC/content compliance, alpha/beta channels and continuous deployment).”
Senior Brand Designer specializing in multi-channel campaigns and visual identity systems
“Marketing creative/designer who helped lead the PopSockets brand refresh and owned the digital campaign rollout by translating new brand guidelines into scalable templates and a campaign guideline book. Built a collaborative Figma template system (design libraries + stakeholder feedback boards) to support high-volume output without quality drift, and uses Claude for structured ideation on partnership campaigns like Electric Picks x PopSockets.”
Mid-Level Game Designer specializing in systems and economy design
“Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.”
Director-level Brand & Motion Designer specializing in SaaS, healthcare, and AI video
“Marketing motion/video creative with end-to-end ownership (storyboards, design, motion, edit) and a strong performance mindset (first-frame hooks, pacing, above-benchmark watch time). Built a scalable, compliance-safe Figma design system for a Merck vaccine website with locked components and medical/legal sign-offs, and produces high-volume multi-format social video via modular CapCut/After Effects templates in a fully remote, async workflow.”
Mid-level Game Designer specializing in systems, balance, and live updates
“Game designer currently leading design on a Mario Party-like party game, owning mode design, economy, and meta-progression. Uses playtests and A/B tests to tune fairness-focused systems (e.g., dynamic power-ups accounting for player standing and turn order) and prototypes quickly in UE5 Blueprints. Previously shipped a mixed-reality version of Knockout League’s Knockout Alley mode for a Quest 3-aligned release.”