Pre-screened and vetted.
Senior Software Engineer specializing in AR/VR and real-time interactive systems
“Senior engineer (8 years) with experience at Facebook/Meta and Apple, spanning design tooling and XR/enterprise device experiences. Built the Origami component marketplace end-to-end (packaging node logic + metadata, SQL/JSON storage, filtering/search, local caching) with versioning and forward-compatibility decisions, and has a strong track record of UX-focused robustness improvements and safe rollouts via feature flags and telemetry.”
Intern Computer Vision/Perception Engineer specializing in synthetic data and 3D/4D world modeling
“Embodied AI/robotics-focused ML engineer who built a real-time assistive Braille device by coupling transformer OCR with an Arduino-controlled electromechanical Braille cell, solving tight latency and hardware-integration constraints. Has recent work on geometry-grounded world models and a real-time 4D reconstruction foundation model (Any4D), and delivered measurable impact at Voxel AI by building a scalable headless simulation + synthetic data pipeline that improved a safety-critical algorithm’s recall by ~16%.”
Executive Technology Leader specializing in AI, cloud, and enterprise transformation
Senior Video Producer/Editor specializing in digital, social, and branded content
Executive Unity/XR Engineer specializing in real-time mocap and volumetric streaming
“Technical Director/Unity Lead who has shipped multiple Meta Quest immersive experiences and built custom Unity editor tooling to solve content-heavy pipeline constraints, enabling artists to push content directly into a Unity sandbox. Also prototyped a Unity restaurant simulation where an LLM drives NPC reasoning and state machines, using RAG and memory augmentation to reduce hallucinations and stuck behaviors.”
Mid-Level Product Designer specializing in UX, visual, and motion design
Senior FX Technical Director / Pipeline TD specializing in Houdini, Unreal, and real-time VFX
Director of AI/ML Engineering specializing in MLOps, data platforms, and 3D computer vision
“Backend/data engineer focused on production ML/LLM systems: built a real-time FastAPI inference API on Kubernetes with strong reliability patterns (timeouts, idempotent retries, centralized error handling). Delivered AWS platforms using EKS + Lambda with GitHub Actions/Helm CI/CD and built Glue-based ETL from S3/Kafka into Snowflake with schema evolution and data-quality controls; also modernized legacy analytics/recommendation workflows into Python services with safe, feature-flagged cutovers.”
Senior Cloud Infrastructure Architect specializing in multi-cloud, DevOps, and AI/ML platforms
“Engineering leader (Director of Development) with hands-on cloud and product experience who builds business-aligned technology roadmaps and scales teams. Delivered an enterprise cloud-migration enabler at UHG by implementing AD authentication and Terraform-based IaC for custom VM images while meeting 90-day InfoSec patch/rotation requirements, and drove a 20% lift in user consumption/retention by designing an interactive branded media portal experience for Sunkist.”
Senior Game Designer specializing in combat, AI/NPC design, and Unreal Engine
“Gameplay systems designer/engineer with shipped experience across mobile RPG and co-op/AAA shooters, including full ownership of an in-game economy and multiple end-to-end gameplay systems. Strong in data-driven Unreal (C++ + Blueprints) workflows, building flexible subsystems and using simulation/telemetry (Excel/VBA, metrics tools) to tune progression, monetization, and encounter balance.”
Senior QA/Test Engineer specializing in cross-platform testing and identity, automotive, and consumer apps
Senior QA Engineer specializing in AR/VR, 3D pipelines, and performance testing
Senior Unity/XR Engineering Manager specializing in real-time interactive and multiplayer experiences
“Unity Technologies engineer with direct Meta subcontract experience shipping Quest titles (Horizon Worlds projects like Super Rumble) and supporting third-party studios. Strong in VR performance optimization and modernization work—porting legacy OVR/older-Unity projects to OpenXR, URP, and hand-tracking inputs. Built a master’s dissertation cross-platform multiplayer FPS spanning Quest VR, PC, and mobile AR using Photon.”
Junior Product Designer & UX Engineer specializing in AI copilots and design systems
“Product/UX designer with a CS/software engineering background at Microsoft (former intern, now full-time) who bridges design and implementation. Built Shiproom (a Twitch-like live-coding platform) end-to-end with a custom Atomic Design-based system, and has shipped impactful CRM improvements in Dynamics 365 for 60k+ support agents using TypeScript and C#. Also worked on a Microsoft Global Hackathon project integrating a Copilot-backed sign language translation model to reduce documentation friction for deaf support engineers.”
Intern Technical Artist and Real-Time Rendering Developer specializing in Unreal/Unity and VR
Senior Mechanical/Systems Engineer specializing in automation, additive manufacturing, and defense
Senior Broadcast Editor/Videographer specializing in live TV news and motion graphics
Senior Creative Technologist specializing in XR, interactive installations, and real-time graphics
Intern AI Software Engineer specializing in LLM inference optimization and model compression
Senior Technical Game Designer specializing in AI, combat systems, and VR
Staff Product/UX Designer specializing in enterprise platforms, data visualization, and AI interfaces
“UX/product designer with deep healthcare and mission-critical software experience across 3M Healthcare, GE Healthcare, and Motorola. Has designed complex lab automation and radiology workflows end-to-end, combining rigorous field research with hands-on engineering (HTML/CSS/TypeScript/React, Storybook) and even building live prototypes (Firebase + Angular) and production-ready UI control libraries to ship.”
Mid-level Haptics & VR/AR Researcher specializing in immersive interactive systems
“Built and owned an end-to-end VR surfing simulator in Unity/C#, integrating Arduino inputs, external tracking, and a motion platform with multisensory feedback. Deep focus on VR comfort and control stability (PD control, quaternion-based orientation, latency/jitter mitigation) validated via IMU measurements and 200+ user studies, plus some Unreal gameplay framework and replication/prediction experience.”