Pre-screened and vetted.
Intern Product Manager specializing in FinTech and AI-powered consumer apps
Intern Software Engineer specializing in full-stack and cloud development
Mid-Level Physics/Simulation Engineer specializing in gameplay and real-time destruction
Mid-level Software & Robotics Engineer specializing in autonomous systems and ROS 2
“Robotics software engineer focused on production-grade autonomy in GPS-denied environments, building full navigation stacks (perception, EKF/UKF sensor fusion, planning, control) in ROS2. Integrated YOLOv8/semantic segmentation/RL policies into real-time NAV2 pipelines via a custom perception-aware costmap layer, with emphasis on deterministic control loops, embedded GPU performance, and robust system observability/fault tolerance.”
Animation Director specializing in character performance and real-time previs
“Gameplay/cinematic animator and animation supervisor with 20+ years in CG across games, film/TV, VR/AR, commercials, and apps, including primary animation ownership on Louis Vuitton’s "Louis the Game" (Maya-to-Unreal). Strong real-time pipeline and mocap cleanup/export expertise (FBX), known for diagnosing issues like gimbal lock and coordinating with rigging/pipeline/Unreal teams; recently supervised an unreleased 8-minute Unreal-rendered cinematic trailer.”
Senior Gameplay & Character Animator specializing in cinematic and interactive game animation
“Gameplay/cinematic animator with shipped AAA experience at Naughty Dog (The Last of Us Part II) and Retro Studios (Metroid Prime 4: Beyond), spanning in-game cinematics, player interactions, and mocap cleanup/polish in Maya. Also built locomotion and combat animation for an open-world multiplayer brawler at GameFam, partnering with engineering on hit/reaction prioritization and interruption rules to keep combat readable and coherent in real time.”
Intern Game Developer specializing in Unreal Engine 5 systems and virtual production
“UE5 gameplay animation developer focused on building and optimizing full character Animation Blueprint stacks (locomotion + jump/fall/land, montages, linked anim graphs, and layered procedural IK). Has hands-on experience debugging tricky interaction IK issues (e.g., 180-degree turn misalignment) and improving runtime performance using Unreal profiling tools and conditionalizing IK/Control Rig evaluation.”
Intern AI/ML Engineer specializing in Generative AI and applied machine learning
“New graduate with hands-on LLM work building a RAG pipeline (HNSW, lexical reranking/boosting, ReAct) and optimizing it through ablation to dramatically reduce latency. Also building a modular personal assistant with a custom wake word model, router-driven agent selection, and integrations like Spotify with secrets managed via .env.”
Junior Machine Learning Engineer specializing in computer vision and 3D/robotics research
“Robotics software candidate focused on simulation-to-learning workflows, building a novel-view-synthesis pipeline (USCiLab3D) with a multi-modal diffusion model and a LiDAR-driven, geometry-aware sampling strategy for selecting overlapping reference views across trajectories/seasons. Also designed coordinated motion planning for two Ridgeback-Franka robots in Isaac Lab for a non-prehensile collaborative task, augmenting controller limitations with RL-based self-collision termination states.”
Mid-level Machine Learning Engineer specializing in computer vision and LLM pipelines
“ML/LLM engineer who built production systems to speed up artist content-creation workflows, including a fine-tuned image captioning model paired with a RAG layer over image embeddings/captions to improve consistency across changing domains. Experienced orchestrating multi-tool agents with LangChain/LangGraph (planning + critic/reflection) and setting up practical monitoring (caption rejection rate) plus evaluation sets for tool-calling accuracy, output quality, and latency.”
Senior Character Animator specializing in games, VFX, and real-time Unreal Engine animation
“Gameplay/mocap animator with acting/performance background who has owned high-fidelity mocap cleanup/polish and helped build a weapons/combat animation system across multiple character types on a Star Wars title for Disney Interactive. Established a standardized anchor/zero-pose capture protocol to streamline engine integration and cleanup, and has experience optimizing animation/VFX for low-bandwidth 3D Facebook deployments; some relevant mocap work is under NDA for private review.”
Senior Video Editor & Post-Production Supervisor specializing in longform YouTube and branded content
Mid-Level Mechanical/Product Design Engineer specializing in prototyping and DFMA
Mid-level XR/UX Engineer specializing in prototyping input and interaction systems
Mid-level Creative Technologist specializing in XR and interactive prototyping
Senior Video Producer/Editor specializing in social media and short-form branded content
Staff 3D Software Engineer specializing in 3D pipeline tools and production workflows
Intern UI/UX Designer specializing in interaction design and cross-cultural content
Senior Game & XR Developer specializing in Unity, Unreal Engine, and immersive learning
“UE5/VR-focused developer who has shipped real UE5 deliverables (Fab.com products and VR template projects used by graduate students) and built a modular VR training interaction system end-to-end using Blueprint Interfaces and Actor Components. Also shipped a game-ready UE5 character product (“Ryan the incredible”) with 180 animations and a scalable AnimBP, and has hands-on profiling/optimization experience reducing tick-heavy Blueprint logic.”
“Game designer focused on mobile/PC action gameplay who owned end-to-end mode design and tuning on "Thrud: Broken Heaven" (3rd-person aerial shooter). Notable for telemetry-driven iteration across CBT1-3, rapid UE5 Blueprint prototyping, and building a reusable in-battle tutorial framework that improved onboarding clarity and reduced frustration while preserving challenge.”
Senior Post-Production Supervisor & Lead Video Editor specializing in broadcast and esports content