Pre-screened and vetted.
Mid-Level Full-Stack .NET Developer specializing in cloud-native microservices and AI integration
“Software engineer with hands-on experience building and maintaining a React accessibility utility/component library (open-source-style) used across university portals, emphasizing WCAG 2.2 compliance, robust focus/keyboard behavior, and Jest/React Testing Library coverage. Also built and maintained .NET Core microservices at the Florida Department of Transportation, including integrating AI-driven features, with strong ownership around observability, incident response, and performance-focused refactoring.”
Senior Full-Stack Software Engineer specializing in web platforms and FinTech systems
“Full-stack engineer with ~20 years of experience (including 5–6 years in consultancy) who has shipped and operated production systems across a wide range of stacks. Recently owned an end-to-end receipts feature integrating Stripe, generating PDFs, and sending HTML emails, deployed via GitHub Flow to AWS ECS; handled real-world performance issues (oversized merchant images) with compression and server tuning.”
Junior Software Engineer and ML Researcher specializing in full-stack and applied deep learning
“LLM engineer who built a production-style educational questionnaire generation system (MCQs/fill-in-the-blanks/short answers) using Hugging Face models (BERT/T5) and implemented grounding, decoding tuning, and post-generation validation to control hallucinations and quality. Also developed a "tech care" assistant chatbot with a custom Python orchestration/router layer (intent classification, context management, multi-step flows) and a structured testing/evaluation approach including expert review and automated checks.”
Mid-Level Full-Stack Software Engineer specializing in cloud-native microservices
“Backend engineer with cloud-native Python/Flask experience building high-throughput financial platforms (loan origination intelligent document processing and real-time fraud detection). Has scaled microservices on AKS with event-driven Azure messaging, delivered measurable performance gains (e.g., 700ms→180ms query latency; ~40% API improvements), and implemented strong security controls (OAuth2/JWT, Azure AD RBAC, audit logging, AES-256/TLS) for sensitive regulated data.”
Senior Full-Stack Developer specializing in cloud-native web applications
“Full-stack engineer who built an oil & gas analytics dashboard backend using FastAPI, MongoDB, and Redis with a metadata-driven design for dynamic plotting. Shipped an LLM-powered chatbot (LangChain + tool/function calling) to let engineers query analytics in natural language, and also built a multi-step university chatbot workflow with Azure logging, confidence scoring, and human-in-the-loop review.”
Senior QA Automation Engineer specializing in test automation and CI/CD quality gates
“QA automation engineer focused on end-to-end quality for a CMS lien registration workflow, owning a Playwright-based regression suite covering high-risk paths (creation, amendments, cancellation, batch file validation). Demonstrated impact by catching a UI change that bypassed required-field validation pre-release, stabilizing flaky CI tests using network-response signals, and driving clearer acceptance criteria and observability improvements (request IDs in logs) through cross-functional collaboration.”
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).”
Junior Gameplay Systems Programmer specializing in Unreal Engine and modding tools
“UE5 UI/tools-focused developer who emphasizes production-ready, designer-friendly workflows: built a C++ enemy-spawn timeline actor with Slate-driven editor customization and memory-efficient event storage. Implemented an Enhanced Input keybinds menu (two keys per action) using MVVM-style separation and event dispatchers for low coupling and testability, and uses Unreal Insights to drive performance fixes (including refactoring tick-heavy plugin work and batching data queries to prevent UI hitches).”
Mid-level Full-Stack Developer specializing in cloud-native APIs and data workflows
“Built and owned end-to-end ordering and inventory/order management systems for a wholesale distributor, delivering an MVP quickly and iterating based on direct observation of daily users. Experienced with TypeScript/React + Node.js layered architectures and microservices using RabbitMQ, including real-world scaling issues (duplicates, backpressure) and observability practices (correlation IDs, structured logging).”
Senior Full-Stack Software Engineer specializing in cloud-native web platforms
“Engineer with startup experience who emphasizes disciplined Agile execution (requirements analysis, Jira tasking, sprint planning) and production readiness (testing/QA/PR review). Uses profiling/logging for high-observability debugging and prioritizes incidents by impact. Has demoed engineering processes and worked directly with a client (Canadian music service) to position product capabilities and future extensions to drive adoption.”
Senior Unity Developer specializing in multiplayer gameplay and cross-platform systems
“Senior gameplay/core systems Unity programmer with hyper-casual mobile experience (Neon Play with Voodoo analytics partnership) and shipped F2P engagement mechanics like battle passes and reward/store loops. Built an optimized networked physics replication layer in Unity (compression, batching, interpolation/prediction) leveraging Jobs/Burst for scale, and has collaborated closely with designers, audio (FMOD), and international art teams on projects including Southfield and the Gorillaz Kong project.”
Mid-level Video Game Producer with QA and game engine (Unity/Unreal) background
“Core QA team member at 2K Madrid who supported AAA titles including The Quarry, WWE 2K22, and NBA 2K22. Specialized in high-risk online/co-op testing (multi-device, parallel playthroughs) and complex narrative decision-tree validation, while acting as a key communication bridge across QA teams in China and the US using Jira/Confluence/Kanban.”
Principal Gameplay Designer/Programmer specializing in FPS/TPS systems and AI
“Long-time Call of Duty mod/game-mode creator (Call of Duty Frontlines/Rio) who designed 40+ gametypes, including “Swarm” later released officially as MW3’s Team Defender. Known for deep tuning/balance iteration and for overcoming engine constraints (e.g., expanding limited model slots via load-time model merging to ship large amounts of new weapons/vehicles/enemies). Currently building an UE5 game (Comando Rio) on Lyra, implementing custom audio systems and camera/movement features, collaborating with Gooseman (Counter-Strike creator).”
Mid-level Gameplay Programmer specializing in AAA and VR narrative games
“Unity developer with hands-on Meta Quest VR experience from a funded prototype for Meta, including on-headset testing, custom debugging tools, interaction-heavy mechanics, and performance optimization. Recently served as the sole developer on a multiplayer card-game-inspired Unity prototype, delivering a playable demo in ~2 months with extensible ScriptableObject-driven systems and an abilities framework.”
Intern Software Tester specializing in SQA automation and backend API validation
“Software engineer with medical-domain experience at Philips focused on end-to-end systems integration and reliability, including integrating C# xUnit automated test suites with backend services and CI-driven staging deployments. Also built a Python/scikit-learn typing speed analyzer integrating data collection, model training, and a real-time user interface; interested in transferring this systems/debugging rigor into robotics despite no ROS/robotics project experience yet.”
Mid-Level Software Engineer specializing in cloud-native microservices on AWS and Kubernetes
“Backend engineer who built a stateless Python/Flask service supporting a healthcare-document ETL pipeline, offloading heavy processing to Celery workers and adding strong observability (metrics, structured logs, audits). Demonstrates practical performance/reliability work: batch chunking, priority queues, autoscaling by queue depth/CPU, DLQ routing, and PostgreSQL tuning (indexes, pagination) to cut slow API responses. Also has experience deploying real-time ML classification via TensorFlow Serving behind a FastAPI wrapper and integrating models via REST/gRPC.”
Mid-Level Software Engineer specializing in cloud-native microservices and full-stack web apps
“Backend/platform engineer focused on real-time financial fraud detection and transaction monitoring, building low-latency FastAPI + Kafka systems with strong reliability patterns (DLQs, idempotency) and cloud observability. Has hands-on Kubernetes delivery across AWS EKS and Azure AKS with automated CI/CD and GitOps-style deployments, plus experience migrating legacy C# / Java monoliths to containerized microservices using Terraform/ARM and zero-downtime rollout strategies.”
Senior Game Developer specializing in interactive systems and real-time graphics
“Lead Programmer and Technical Artist on the 3D isometric boss-battler RPG Highrollers, where they owned core gameplay and technical architecture for an 11-person team. They stand out for building modular Unity/C# systems that improved iteration speed, plus adjacent experience in real-time vision/inference pipelines and small-scale multiplayer using Photon and Unity Netcode.”
Mid-level Backend Engineer specializing in APIs, microservices, and data platforms
“Software engineer who built JobIntel, an end-to-end Python ETL pipeline integrating ATS data from platforms like Greenhouse using Scrapy and FastAPI. Stands out for production reliability work: designing async fault-tolerant architecture, optimizing PostgreSQL write-heavy upserts, and building a Prometheus/Splunk observability stack that cut debugging from hours to minutes.”
Mid-level XR/Unity Developer specializing in AR/VR and immersive applications
“Unity developer with hands-on experience across VR, AR, multiplayer, and AI-driven gameplay systems. They’ve owned end-to-end interaction architecture for VR cognitive testing focused on accessibility, integrated Gemini-based command systems into gameplay, and shipped cross-platform immersive applications spanning Magic Leap 2, iOS, and Photon-powered multiplayer experiences.”
Mid-level Software Engineer specializing in AI systems and distributed platforms
“Built OpenGPU features spanning React/TypeScript, Go orchestration, PostgreSQL, Redis, and Stripe, with a strong focus on reliability, transaction integrity, and low-latency distributed systems. Also shipped LLM product infrastructure, including persona-conditioned frameworks and reusable prompt/model abstractions, showing a blend of systems engineering and fast product iteration.”
Mid-level Software Engineer specializing in full-stack and ETL systems
“Backend engineer with end-to-end ownership experience across enterprise SaaS and high-volume data systems, including PostgreSQL/.NET services at Visual Lease and ETL pipelines at Broadridge processing millions of records for Fortune 500 clients. Stands out for combining production support, observability thinking, and pragmatic architecture tradeoffs, while also experimenting with LLM-powered job application automation using Claude.”
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.”
Intern Robotics Software Engineer specializing in SLAM and edge deployment
“Robotics software engineer who built a full LiDAR SLAM pipeline from scratch in C++ (ICP, pose graph optimization, loop closures) and validated it quantitatively against ground-truth datasets. Extensive ROS2 experience from academics and an internship building a localization system, plus practical deployment work using Docker across x64 and ARM edge devices; also trained RL policies for TurtleBots in Gazebo.”