Pre-screened and vetted.
Mid-level VFX/Game Artist specializing in real-time effects and shaders
“Generalist game artist/VFX creator working in a small indie studio, with hands-on experience shipping mobile/VR-friendly real-time effects in Unity (e.g., a bonfire built with Shader Graph plus Shuriken particles). Strong focus on performance tradeoffs for mobile—draw calls, memory, texture atlasing/material reuse—and uses profiling/testing to choose the right approach (shader vs flipbook vs particles).”
Senior Unity/Game Developer specializing in mobile games, VR/AR, and e-learning content
“Unity VR developer who improved player comfort by switching from thumbstick movement to XR Toolkit-based teleportation with fade transitions to reduce motion sickness. Built a medical/educational VR experience for kids that synchronized a PC app selection flow with a VR microscope scene using UNet networking, and actively uses AI tools (ChatGPT/Copilot/Meshy/Unity Muse) to speed up prototyping.”
Mid-level VFX Artist specializing in stylized real-time effects for games
“VFX Artist with 2+ years shipping live mobile game content on Power Rangers: Legacy Wars, serving as the sole owner for all character VFX (skills, assists, specials, taunts, intros/outros) and implementing them in-engine via a custom tool. Demonstrates strong real-time optimization instincts (channel-packed textures, Transparent-to-Masked material strategy) and created reusable master materials to keep heavy screen-filling effects performant.”
Senior Game Developer specializing in Unreal/Unity gameplay and graphics systems
“Unreal Engine gameplay programmer with shipped experience on Five Nights at Freddy’s (including Ruin), spanning end-to-end systems like save/load + checkpoints, math-heavy spline-based AI movement, and player movement tuning. Also implemented a networked PvP dash using Unreal’s prediction pipeline (FSavedMove_Character) with server-authoritative validation, and has demonstrated strong debugging under stress-test conditions.”
Entry-level Robotics Engineer specializing in autonomous systems and computer vision
“Robotics software engineer with ~4 years of ROS experience who implemented a real-time diffusion-policy control loop entirely in Gazebo, focusing on inference-latency reduction (warm-start + truncated denoising) for stable closed-loop execution. Has hands-on experience building custom ROS control nodes, optimizing AMR navigation (SLAM + RRT) with sensor-fusion for dynamic obstacles, and designing deterministic multi-robot coordination; also uses Dockerized ROS environments and automated simulation/benchmark pipelines.”
Senior VR/Interactive Media Developer specializing in Unity-based industrial training simulations
“UK-based Unity developer who served as the sole developer building VR training scenarios for the oil & gas industry, deploying to Meta Quest and Pico 4 via OpenXR. Experienced translating complex real-world procedures (e.g., offshore rigging/lifting) into interactive VR flows using storyboards, C# scripting, and iterative client testing; also built a Unity web-based SCORM-compliant training course integrating with a SCORM backend via JavaScript.”
Mid-level Autonomy Engineer specializing in drone robotics and LiDAR SLAM
“Autonomy Engineer at Joulea Inc (Atlanta) with ~3 years building a drone autonomy stack end-to-end, spanning controls, swarm path planning, SLAM/LIO, and multi-sensor fusion (lidar/IMU/GPS RTK/camera). Notable work includes lidar degeneracy detection using Hessian-based constraints in an EKF and fusing visual odometry to reduce drift, plus ongoing lidar-camera synchronization and calibration.”
Junior Software Engineer specializing in AI/ML and full-stack web development
“Built core perception and decision layers for a 3D AI-powered interactive avatar/agent with a robotics-like perception–reasoning–action loop, combining computer vision, NLP, and real-time response. Focused on making multimodal inputs robust (normalization, intent + emotion signal fusion) and improving real-time performance via instrumentation, profiling, and parallelization; also designed distributed, loosely coupled state-based communication and deployed services with Docker.”
Mid-level AI Engineer & Researcher specializing in healthcare AI and multimodal LLM systems
“Backend/ML engineer focused on clinical AI transparency who built ShifaMind, an explainability-enforced clinical ML system using UMLS/MIMIC-IV/PubMed data with RAG, GraphSAGE, and cross-attention. Demonstrated strong production engineering via FastAPI API design and safe migrations (feature flags/shadow inference), plus HIPAA-aligned auth/RLS patterns; also delivered a real-time comet detection system reaching 97.7% accuracy.”
Senior 3D Generalist specializing in game level design and environment art
“Real-time game VFX artist with VR/mobile performance focus, using Unreal Niagara and Unity particle/shader workflows to create readable gameplay feedback (e.g., crystal gate progression cue). Has shipped iterative, playtest-driven VFX in a horror title (Flesh Aberration), collaborating closely with designers and engineers to balance atmosphere with player attention and clarity.”
Mid-level Robotics Engineer specializing in autonomous driving and automation
Mid-level Gameplay Programmer specializing in Unreal Engine combat systems
Mid-level 3D Animator specializing in character animation, rigging, and VFX for games
Senior Multimedia Specialist specializing in motion graphics, animation, and art direction
Mid-level Motion Designer specializing in animation and motion graphics for streaming and ads
Mid-level Data Collection Moderator and Indie Game Developer specializing in software and data
Mid-level QA/Test Engineer and Unity VR Developer specializing in immersive training modules
Senior Producer & Motion Designer specializing in VFX, 3D animation, and virtual production
Senior Broadcast Producer/Director specializing in live sports and virtual production
Senior Unity Developer specializing in VR, AI systems, and real-time simulation