Pre-screened and vetted.
Entry-level UX Designer specializing in research-driven product design and design systems
Junior Robotics & Computer Vision Engineer specializing in SLAM and perception
Junior Immersive Technology Developer specializing in AR/VR and spatial computing
Senior 3D Animator specializing in feature film, VFX creatures, and game trailers
Mid-level Creative Lead specializing in design, motion graphics, and 3D animation
Senior Software Engineer and Game Developer specializing in C# and Unity backend systems
Director-level Multimedia Producer specializing in video, motion graphics, and livestreams
Intern Game Systems Designer specializing in combat systems and real-time graphics
Mid-Level Full-Stack Developer specializing in web apps and game/VR development
“Frontend-focused engineer who led a full-scale CMS/dashboard build using React (with TypeScript), plus Node.js microservice APIs on AWS Lambda and MySQL. Emphasizes scalable component architecture, feature-based code organization, performance profiling via Chrome DevTools, and disciplined release practices (CI/CD, UAT gating, production monitoring) in fast-paced delivery cycles.”
Senior Full-Stack Engineer specializing in enterprise CMS modernization and accessibility
“CMS-focused developer who has built internal dashboard widgets to migrate and publish client website data when standard tooling fell short, with strong attention to data integrity and rollback. Proactively pushed a hardcoded client homepage toward an admin-configurable widget by creating wireframes and advocating for maintainability. Uses LLM tools to speed up personal automation projects, including Blender-based SVG-to-3D batch processing.”
Executive CTO / Software Architect specializing in GenAI, FinTech, and PropTech
“Entrepreneur/fintech product builder who raised a $100K pre-seed from ex-Google/Microsoft execs and built a real-time, direct-to-vendor bill pay micropayments platform. Previously helped scale Norton LifeLock to 1M users (2003) and also created Karma LA, a fraud-resistant, verified donation system (including VA veteran verification) aimed at improving trust and conversion in giving.”
Senior 3D Generalist specializing in real-time 3D, VR, and procedural animation
“UK-based Unity/VR generalist who shipped a Meta Quest VR installation to art galleries worldwide while at Julian Opie Studio, acting as sole programmer and producing the art pipeline. Built a custom Spatial Anchors-based spatial mapping system with little documentation and developed real-world operational procedures to keep installations stable for exhibitions with hundreds of daily visitors. Also contracted as a 3D generalist at Blue Zoo, producing all assets/animations and environment setup for a Tate Gallery kids game, finishing ahead of schedule.”
Principal Unity Developer specializing in XR/VR and mobile games
“Unity game developer who built a context-sensitive movement and camera system for a grid-based dungeon crawler and used DOTween for key gameplay animations. Worked at Chimera Entertainment on Songs of Silence, contributing via bug fixes, working within an existing Photon Fusion protocol, and implementing a UI-heavy in-game lexicon; also leverages AI tools (e.g., ChatGPT) to accelerate editor/tooling and gameplay scripting.”
Mid-level Unity XR Developer specializing in VR/AR training, games, and immersive UX
“Unity developer with hands-on VR and multiplayer WebGL experience: reduced motion sickness in a VR bike riding game by implementing a helmet-style FOV reduction using a camera canvas. Built a small metaverse-style multiplayer house experience with Photon PUN 2, tackling host migration/ownership transfer and real-time object synchronization, plus voice chat.”
Senior Game & VR Lead Developer specializing in Unity and cross-platform multiplayer
“Lead Unity VR developer who shipped multiple Meta Quest Store releases, including porting Titanic VR and building Rollercoaster Legends titles for Quest 3 (with Quest 2 support). Also independently built and released a multiplayer mobile trivia game using PlayFab, P2P networking with host migration, and encrypted/serverless backend updates to reduce hacking.”
Mid-level UX/Product Designer specializing in XR, IoT dashboards, and interactive prototyping
“UI/UX designer with engineering fluency who has built complex AR spatial experiences for manufacturing metrology at Hexagon—designing guided 3D measurement/validation workflows overlaid on real-world parts and backed by cloud data. Also shipped an IoT monitoring dashboard at WinWinLabs, leveraging research with 20+ users and component-based design systems, and prototypes in Unity/web to validate usability with measurable performance metrics.”
Mid-level Machine Learning Engineer specializing in LLM platforms and robotic perception
“Built and shipped a production multi-agent personal financial assistant at AlphevaAI on AWS ECS, combining FastAPI microservices, Redis/SQS orchestration, and Pinecone-based hybrid RAG (semantic + BM25) to ground financial guidance. Improved routing accuracy with an embedding-based SetFit + logistic regression intent classifier feeding an LLM router, and optimized UX with live streaming plus cost controls via model tiering and caching.”
Senior Unity/XR Developer specializing in AR/VR and AWS-backed real-time experiences
“Unity XR developer who has shipped multiple Meta Quest apps, including an NHS medical training VR simulation where realistic, consultant-validated interaction mechanics and highly configurable systems were critical. Also built and shipped a solo indie AR product ("Eugene's AR Wiki") end-to-end, supporting a wide range of iOS/Android devices and incorporating analytics, interactive content, and engagement features like word games and face filters.”
Junior Robotics & AI Engineer specializing in perception, planning, and manipulation
“Robotics software engineer who led the full perception/manipulation/planning stack for an autonomous watermelon-harvesting robot, including ripe-vs-unripe instance segmentation deployed on Jetson AGX Orin with TensorRT and quantization. Deep ROS 2 experience (custom ZEDx mask driver, LiDAR+stereo fusion, MoveIt 2/Nav2/ros2_control) and proven real-time optimization—cut latency ~40% and achieved consistent 7-second pick cycles in outdoor field conditions.”
Junior XR/Game Developer specializing in cultural heritage and virtual museum experiences
“XR/AR Unity developer who has overseen ~4 XR projects including shipping on Meta Quest, a HoloLens mixed-reality archaeology experience, and a collaborative 3D model exploration POC. Strong track record of aggressive performance optimization (custom shaders, profiling, draw-call reduction) and user-testing with domain experts; also experimented with ONNX-based procedural content generation and built a solo AR Tower of Hanoi game using AR Foundation (with a WebXR extension).”
Mid-level XR Developer specializing in real-time WebXR/Unreal/Unity systems
“UE5 Blueprint-focused gameplay/system designer who shipped an XR interactive experience (“Echoes of the Moon”), owning interaction logic, progression triggers, state management, and animation syncing through ship. Emphasizes modular component-based architecture with interfaces and data-table-driven tuning, plus strong profiling/optimization skills (refactoring Tick-heavy systems to event-driven) validated through 20–30 user playtests and mobile XR (Android) frame-budget constraints.”
Junior Robotics & AI/ML Engineer specializing in multi-agent reinforcement learning and computer vision
“Robotics software candidate whose thesis focused on multi-robot warehouse coordination using MAPPO reinforcement learning, trained in simulation (LBF environment, Isaac Sim/RViz) and deployed onto three real-time robots. Built custom ROS 2 Humble nodes for multi-robot control with namespaces, TF broadcasting, and an RL pipeline integrating LiDAR odometry and camera observations.”