Pre-screened and vetted.
Intern XR/VR Developer specializing in Unity-based medical training simulations
“Indie Unity artist/VFX generalist currently finishing a mobile card game, owning art implementation plus UI/UX and all VFX under legacy render pipeline constraints. Experienced optimizing additive/translucent particle-heavy effects for stable 60 FPS using Unity profiling tools, and has VR scripting experience including migrating gaze functionality from Meta SDK to OpenXR with AI assistance.”
Junior Robotics/Mechatronics Engineer specializing in SLAM, motion planning, and autonomy
“Robotics software engineer focused on autonomy stacks for high-payload AMRs using ROS2/Nav2, with hands-on expertise in SLAM/localization and sensor fusion (RTK GPS, IMU, wheel odom, ZED2) to eliminate drift and stabilize real-time behavior on deployed hardware. Also built multi-robot coordination in ROS2/Gazebo and uses Docker + Git/CI-style testing to create reproducible simulation-to-hardware pipelines.”
Junior Software Engineer specializing in full-stack web and systems programming
“Junior engineer who built a novel, highly-performant database explorer at Electric Capital: a TypeScript/React UI backed by Zig-compiled WebAssembly that loads data locally for fast filtering/sorting and responsive lazy loading, with CI/CD and Cloudflare-based auth. Also led graphics work on a WebGPU browser game engine capstone, creating TypeScript abstractions over WGSL/shader and GPU buffer complexity to accelerate teammates.”
Senior Unity 3D Developer specializing in mobile games and AR applications
“Unity developer who improved the feel and usability of a text-heavy game by implementing satisfying UI scrolling and adding keyboard-based navigation, earning positive feedback from both the dev team and users. Also has professional client/server experience (REST) and contributed to a Unity industrial application for AI-managed smart-home/domotics control, leveraging Agile/Jira and AI coding assistants to boost delivery.”
Senior Unity Game Developer specializing in mobile and VR experiences
“Unity developer with experience building an optimized comic-reader/content delivery system for Marvel HQ using Addressables—avoiding bulk downloads and dynamically loading/unloading pages to reduce mobile memory/disk usage and improve runtime performance. Also has multiplayer experience using server-authoritative Netcode with prediction and deterministic battle behavior, including real-time kinematic body tracking, and leverages AI tools (Cursor/Manus) to speed prototyping and refactoring.”
Senior Software Developer specializing in Unity VR and mobile apps
“Unity/VR developer who shipped a Meta Quest wireless conversion of a previously wired VR product, owning research, network troubleshooting (2.4 vs 5 GHz), performance tuning, and reworking hand tracking. Also built a British Airways cabin crew training application largely solo and deployed it across iOS, Android, PC, WebGL, and Web Player with platform-specific optimization strategies.”
Mid-level Game Developer specializing in Unity and Unreal Engine
“Unity game developer focused on single-player casual/hyper-casual titles for TV and mobile platforms. Built an event-driven, modular progression/time-access system spanning rewards and monetization (daily rewards, subscriptions, one-time offers) and emphasizes mobile performance optimization using Unity Profiler, pooling, memory tuning, and Addressables; uses AI to prototype/validate time-based system approaches.”
Senior Game Designer specializing in gameplay systems, progression, and mobile core loops
“UE5 gameplay/animation scripter who built a shipped, data-driven modular third-person locomotion framework primarily in Blueprints, owning animation blueprint logic, movement-state architecture, and designer-facing tunables. Addressed shipping-quality issues like animation popping/state desync under rapid direction changes and network-latency simulation using buffered transitions, velocity smoothing, and debug visualization, while aligning data flow/ownership with engineering, animation, and QA.”
Executive Technology Leader (CTO) specializing in SaaS platforms, DevOps, and regulated systems
“Independent product builder with several live startups spanning transit, gaming, and SaaS/API tools. Notably built a Cyprus bus routes app before transit data was broadly available on Google Maps, and is currently maintaining products like CountriesDB and HolidayDB while pursuing SEO-led growth and validating ideas solo before expanding.”
Junior Software Engineer specializing in full-stack and AI systems
“Built and shipped an LLM-powered support agent for Community Dreams Foundation that automated intake and Jira ticket creation using RAG, structured outputs, and strong production guardrails. Demonstrated practical production AI experience with 92% routing accuracy, 98% uptime, and a 31% improvement in first-response accuracy, plus hands-on work in observability, evals, idempotency, and failure handling.”
Intern-level Full-Stack Engineer specializing in AI and web systems
“Backend-focused intern in telehealth who combined engineering, QA leadership, and emergency infrastructure ownership. Built a text chat feature and an OpenAI-powered therapy chatbot, then stepped up to rebuild AWS infrastructure after it was accidentally deleted, while also improving chat responsiveness and reporting a 30% engagement lift.”
Senior Unity/C# Engineer specializing in games, AR, and AI systems
“Unity/C# engineer with hands-on ownership of a server-backed resource loading pipeline that kept build size small, preserved UI responsiveness via parallel services, and handled dynamic asset replacement with ghost objects and memory cleanup. Also brings a pragmatic, architecture-first approach to AI/LLM integration, emphasizing provider abstraction, testing, cost control, and guardrails for hallucinations.”
Mid-level Full-Stack Software Engineer specializing in cloud-native enterprise applications
“Built and launched a production internal AI support assistant at CompuCom, focused on reducing time spent searching across systems by combining retrieval, internal tool use, and grounded LLM responses. Stands out for pragmatic zero-to-one execution: scoped the product in phases, prioritized safety over premature autonomy, and iterated using real user feedback to improve relevance, usability, latency, and cost.”
Entry-level Software Engineer specializing in AI systems and backend infrastructure
“Built a Personal Finance Copilot, a full-stack AI assistant for transaction search, spending analysis, subscription tracking, and grounded financial Q&A, with multi-step tool-calling orchestration and hybrid retrieval/memory architecture. Stands out for using AI coding agents aggressively to accelerate planning and implementation while maintaining strong ownership of system design, testing, security, and reliability.”
Senior Full-Stack Software Engineer specializing in microservices and web applications
“Developer who treats AI as a junior collaborator, using it to accelerate mobile app feature development and UI/UX iteration while retaining architectural and implementation ownership. Has hands-on experience with specialized agents, multi-agent collaboration, and supervisor-agent patterns, suggesting practical fluency in AI-native development workflows.”
Junior Full-Stack & AI Engineer specializing in computer vision and cloud platforms
“Early-career backend engineer and solo builder of FrameFindr, an AI/OCR-based marathon photo tagging product used at live events. Demonstrated pragmatic scaling under tight infrastructure constraints (2GB VPS) and hands-on ownership of architecture, API design, auth (Google OAuth/JWT), and a MongoDB-to-MySQL migration with data-integrity safeguards.”
Mid-level Full-Stack Software Engineer specializing in cloud-native SaaS and microservices
“At Unar Labs, built and operationalized LLM capabilities inside a cloud-native SaaS product, emphasizing production reliability (fallbacks, observability, cost/latency/quality monitoring) and iterative improvement from user feedback. Also acts as a customer-facing technical lead—running developer demos/workshops and supporting sales through discovery, pilots/POCs, and technical walkthroughs to drive production adoption.”
Mid-level Unity & C# Developer specializing in VR and mobile games
“Unity/VR developer who shipped the multi-headset project Animotive (primarily on Quest 2/Quest Pro), contributing across design, development, bug fixing, and documentation. Notably tackled a difficult multiplayer problem: synchronizing session restarts for all users and rejoining with identical session data despite 3rd-party networking/API constraints. Also built a mostly solo turn-based strategy prototype for Gamescom 2025 featuring a custom sketch-style full-screen blit shader and pattern-driven AI/UI architecture.”
Mid-level Full-Stack Developer specializing in healthcare and scalable web platforms
“Software engineer experienced delivering customer-facing, real-time industrial monitoring dashboards (motors/shafts/turbines) by partnering directly with end users to refine charts, alerts, and performance. Strong in API/platform integrations and production troubleshooting—uses feature flags, logging, validation/mapping, containerization, and performance testing to keep systems stable while iterating quickly.”
Mid-level Full-Stack Software Engineer specializing in cloud-native microservices
“DevOps engineer (State Farm) with hands-on ownership of Python backend services and data pipelines, deploying microservices and workers on Kubernetes using GitOps (Argo CD). Has led complex cloud-to-on-prem/hybrid migrations with staged cutovers and rollback planning, and built Kafka-based real-time streaming pipelines with schema governance, autoscaling, and strong observability.”
Senior Machine Learning Engineer specializing in LLMs, RAG, and agentic AI systems
“LLM/RAG practitioner who has taken a support-ticket triage automation system from prototype to production, building the full pipeline (fine-tuned models, FastAPI inference services, vector storage, monitoring) and delivering measurable impact (~40% reduction in triage time). Demonstrates strong operational troubleshooting of LLM/agentic workflows (observability-driven debugging, fixing agent routing/looping) and supports adoption through tailored demos and sales-aligned technical communication.”
Senior QA Engineer specializing in software, gaming, and VR
“QA tester with experience across PC, mobile, and Oculus/Meta VR, focused on functional, regression, and exploratory testing. While new to console testing, they demonstrate a clear plan to ramp quickly on platform certification/compliance (TRC/XR/LOT) and apply strong issue triage practices under deadline pressure, leveraging AI tools to streamline QA documentation and log analysis.”
Senior Full-Stack Software Engineer specializing in cloud-native serverless systems
“Backend engineer who built a Node.js + SQL service integrating with the Google Ads API to periodically upload online and offline conversions via Azure Logic Apps, persisting upload records for ROI reporting. Implemented PII hashing, token validation, redundancy, and detailed failure/status logging for reliability and debuggability. Currently scoping an LLM/agent workflow (likely LangChain) to let marketing bulk-update e-commerce product data using SEO keywords without developer involvement.”
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.”