Pre-screened and vetted.
Senior Software Engineer & Engineering Lead specializing in Unreal/Unity VR training and multiplayer
Senior Technical Artist specializing in real-time XR performance and rendering systems
“UE5 gameplay/tech designer focused on VR and performance, with shipped systems spanning networked energy-driven Niagara VFX for a mobile VR live-concert MMO and an end-to-end performer avatar builder supporting editor/runtime and JSON-serialized UGC workflows. Known for deep profiling/debugging (Unreal Insights, Niagara CPU vs GPU emitter behavior) and for refactoring/optimizing animation and rendering across PC and mobile VR constraints.”
Executive Software Architect specializing in Cloud, Security, and SaaS
“Cloud consulting veteran building DragnCloud, an agentic cloud infrastructure builder aimed at teams outgrowing Heroku/Supabase who need complex setups (data pipelines, custom LLM hosting, multi-tier apps) without hiring consultants. Has SaaS background and has served as a Fractional CTO for funded companies; currently focused on landing the first 20 customers and expanding automation into higher-value workflows.”
Mid-Level Software Engineer specializing in full-stack web and data engineering
“Backend/ML engineer who has built both enterprise data pipelines and real-time AI products: modular Python (Flask/FastAPI) services integrating automation scripts and low-latency ML inference (MediaPipe, PyTorch) plus OpenAI-powered feedback. Demonstrated measurable performance wins (~30% faster HR workflows; ~40% faster AWS pipelines across 100+ Oscar Health feeds) and strong multi-tenant/data-isolation patterns (schema-based isolation, RBAC, microservices).”
Junior Full-Stack Software Engineer specializing in Java/Spring Boot and React
“Backend engineer (IpserLab) who owned Python services for a production quiz/analytics platform, focusing on reliability and low-latency behavior under peak load. Hands-on with Kubernetes + Docker deployments and GitHub Actions CI/CD in a GitOps-style workflow, including solving configuration drift and enabling fast rollbacks. Also implemented Kafka-based event streaming with idempotent consumers and strong observability (lag tracking, structured logging, alerting).”
Senior Full-Stack Software Developer specializing in web, mobile, and cloud platforms
“Frontend engineer who built a live sports games hub end-to-end: ingesting and normalizing data from 4 external APIs, populating a high-volume live table, and delivering a real-time WebSocket-driven React/TypeScript dashboard. Strong on scalable architecture (SOLID, layered design, queues), performance/load testing with Docker, and startup-style ownership across code review, QA, and staged rollouts to web and app stores.”
Senior Full-Stack Software Engineer specializing in React/Angular and FinTech/Telecom web apps
“Frontend engineer with telecom and fintech/banking experience in the Dominican Republic, building React/Angular apps with authentication and real-time data. Notable wins include optimizing an Oracle-backed workflow from ~10s to ~2s via DB indexing plus React memoization, and shipping a SignalR real-time transaction table in one week (award-winning) with strong unit-test-driven QA outcomes.”
Senior Unity Developer specializing in multi-platform games, VR/AR, and multiplayer
“Unity/C# developer with 10+ years experience who built a VR disc-golf-style throwing system by translating academic aerodynamics research into a differential-equation-based simulation, then improved “feel” via telemetry-driven input analysis and playtesting. Also created a custom cross-platform multiplayer networking layer (Steam + Oculus/Meta) that cleanly separates gameplay from networking, and recently extended an ASP.NET backend (new endpoints + data refactors) using AI-assisted pair programming to support Bluetooth-based beacon triangulation.”
Senior Game Developer specializing in Unity/Unreal and XR (VR/AR)
“Unity developer who built a physics-driven city traffic AI system for a car driving simulator, including modular managers/handlers to enforce traffic lights and speed-limit zones around the player. Also has prior Photon PUN multiplayer experience implementing matchmaking/rooms, movement sync, and RPC-based actions for simple competitive games.”
Junior Full-Stack Developer specializing in .NET Core and React
“Full-stack engineer who has shipped end-to-end, customer-facing features in an education/student-population context, including an authorized incident-reporting workflow with RBAC and a PostgreSQL-backed data model. Has 0→1 React+TypeScript/Redux product experience (CTO at Jiffur) and hands-on production operations with CI/CD (Azure Pipelines/GitHub Actions), including resolving a real CPU-saturation outage via operational mitigation and scaling changes.”
Junior Computer Vision Researcher specializing in deep learning and object detection
“Robotics engineer who built and scaled a distributed perception stack on a Unitree Go1 quadruped, coordinating 5 Jetson Nanos and a Raspberry Pi to capture, aggregate, and stream multi-camera video in real time via UDP/GStreamer and custom ROS nodes. Also implemented a YOLOv9-based detection pipeline enhanced with Grad-CAM-driven selective image enhancement (e.g., MIRNet/UFormer) to improve real-time detections and robot reactions to visual stimuli.”
Senior XR Engineer specializing in Unity VR/AR simulations
“Unity developer from the Naer project who built a natural-feeling VR wrist-flick gesture mechanic for teleport/push/pull interactions, validated through telemetry, low-FPS simulation, and diverse user testing with modular ScriptableObject tuning. Also handled Photon PUN 2 networking bug fixes (mid-air item state issues) and RPC optimizations while integrating AI tools (Claude/Gemini/ChatGPT) into planning and implementation.”
Senior Unity Developer specializing in game AI and NPC systems
“Unity game developer focused on gameplay AI and combat feel; reverse-engineered and recreated Devil May Cry-style enemy behavior using an attacker/bystander system constrained by the camera frustum, including custom math to solve circle–frustum intersections. Has shipped/worked on multiplayer projects using Photon Fusion and Unity Netcode for GameObjects, with practical experience making state/RPC synchronization decisions.”
Junior Full-Stack Software Engineer specializing in web and mobile apps
“Backend engineer who built and scaled a zero-to-one social product backend using Supabase (Postgres, Edge Functions, Auth, Realtime) plus Neo4j for graph-based friend recommendations. Demonstrates strong production rigor: staged rollouts with metrics, incident rollback/postmortems, and complex schema refactors using expand-contract/dual-write with reconciliation and feature flags. Notably proactive about edge cases like geo-boundary realtime delivery and idempotent retry safety.”
Junior Software Engineer specializing in cloud microservices and full-stack development
“Robotics software engineer with hands-on ROS (ROS 1) experience building sensor-processing and state-based control pipelines in Python/C++. Demonstrated measurable reliability and performance gains in autonomous navigation—cut runtime failures by 30%, reduced replanning by 35%, and improved debugging efficiency by 40%—using timing-aware state machines, message/interface discipline, and simulation/testing with Gazebo, rosbag, Docker, and CI/CD.”
Junior XR Developer specializing in AR/VR training simulations and immersive applications
“Unity/C# VR developer with shipped Meta Quest experience across multiplayer VR simulations, haptics-driven maze navigation, and VR interior walkthroughs. Built a solo sound-based sandbox VR game ('Alchemix'd') and demonstrates strong hands-on debugging of XR rig collisions, multiplayer sync, and URP performance issues.”
Senior Unity XR Developer specializing in VR/AR training and healthcare XR
“Unity gameplay engineer with hands-on experience building a dynamic third-person RPG camera system (context-aware transitions, collision handling, and state-driven behavior) to significantly improve game feel. Also has real-time multiplayer prototyping experience with Photon Fusion/Normcore/Unity Netcode, including prediction/rollback and custom authority handoff to prevent desync during fast interactions, and leverages AI tools (e.g., Copilot) for rapid iteration and documentation.”
Director-level Game Developer specializing in engine development and ML-enabled interactive games
“Game developer/technical lead with shipped VR experience on Meta Quest (via Roblox) and Unity leadership on "Planet of Champions Soccer," where they built core networking, a soccer engine, and behavior-tree-based AI enhanced with linear algebra. Comfortable leading and mentoring while maintaining a disciplined, methodical approach to debugging/testing and cautious use of LLMs to minimize technical debt.”
Mid-Level Full-Stack Software Developer specializing in React, TypeScript, and Azure
“Frontend-focused engineer who has delivered an end-to-end React SPA with a .NET 9 backend on Azure, deploying via Azure Container Apps and leveraging zero-downtime deployment slots. Built complex TypeScript UI flows (10-page form with global/partial save and custom validation) using Redux + MUI integrated from Figma, and emphasizes quality with RTL/Vitest plus Selenium automation (~95% coverage) and analytics-driven iteration (Heap, Alida, GTM).”
Senior AI/ML Engineer specializing in LLMs, RAG, and VR/XR multimodal systems
“PhD researcher (University of Utah) who built a production RAG-powered Virtual Reality Research Assistant to answer lab research questions with concrete citations. Implemented an end-to-end LangChain pipeline using PyPDFLoader, chunking strategies, OpenAI embeddings, and ChromaDB, with emphasis on grounding to reduce hallucinations and ensure research-grade accuracy. Collaborated closely with a non-technical PhD advisor to scope requirements, manage cost constraints, and demo iterative progress.”
Mid-level Full-Stack Software Engineer specializing in React, Node.js, and AWS
“Frontend engineer who led end-to-end architecture and implementation at Hostclass (startup) using Next.js/TypeScript/Twilio, including a distinctive live-session page with a 3-way screen-sharing capability. Experienced improving messy production codebases by consolidating duplicated workflow logic into reusable hooks and shipping high-risk real-time features with targeted QA and incremental rollouts under tight startup constraints.”
Senior Unity Developer specializing in mobile games, AR, and procedural generation
“Unity gameplay engineer with hands-on experience building a procedurally generated world prototype (Roblox/Minecraft-like) using a data-oriented approach and Perlin noise for fast, believable generation. Also worked on a DOTS-based battle royale using Unity netcode, navigating client/host/server separation and complex entity state synchronization decisions.”