Pre-screened and vetted.
Senior Game Developer specializing in Unity, Unreal, VR, and technical art
“Unity gameplay/tech-art oriented developer who implemented the main third-person controller, animation, and combat feel for a game, including a sophisticated two-character synced-animation pipeline built in Autodesk MotionBuilder (leader/follower with syncing bones for perfect alignment). Has some Unity networking experience with Photon Bolt on a vehicle-MOBA project, syncing combat abilities while optimizing network data, and uses AI coding agents (KILO + Gemini) to navigate large codebases faster.”
Senior C# / Unity Developer specializing in immersive AR/VR and cloud-integrated systems
“Unity/C# developer with hands-on Meta Quest shipping experience from Wren Kitchens, building a VR kitchen scale visualiser and solving tricky URP/HDRP cross-pipeline rendering issues by creating internal shader/asset management utilities. Also has solo Unity game experience including an Android/Google Play release and game jam prototyping, plus side-project work using Python/PyTorch for predictive modeling.”
Mid-level Front-End & Mobile Engineer specializing in TypeScript, Angular, React, and Flutter
“Frontend engineer who led Curion’s end-to-end UI architecture for a real-time meetings/elections product, emphasizing scalability, testing, and CI/CD. Has built complex React+TypeScript dashboards (Redux) and improved a Flutter codebase with DDD and dependency injection, enabling smoother third-party swaps like Zoom to LiveKit and rapid delivery of Brazil-specific payment methods (PIX/Boleto).”
Mid-level UX Designer specializing in research-driven product and web experiences
“UX/Product Designer with end-to-end case-study experience on Verizon personalization, combining deep user research with iterative prototyping to address privacy/data-tracking trust issues and drive measurable conversion impact (estimated 0.5% lift; ~$750K annual revenue). Also designed a Work Safety Management System at Inova Solutions, simplifying complex real-time alerting, compliance, and role-based permission workflows using motion prototypes and progressive disclosure, and collaborates closely with engineers with working HTML/CSS/JavaScript knowledge.”
Junior IoT/Embedded Systems Engineer specializing in ROS 2, LoRa, and sensor fusion
“Robotics/embedded developer with hands-on ROS 2 and micro-ROS experience on ESP32, building a remote-controlled high-power LED system. Worked across power distribution (buck-boost constant 30V), sensor calibration with real-time data checks, and long-range WiFi connectivity using an omnidirectional antenna achieving 100m+ coverage.”
Entry-Level Machine Learning Engineer specializing in credit risk and time series
“Graduate student taking advanced coursework in NLP, generative image modeling, and computer vision; built a PPO reinforcement-learning agent for a Super Mario platformer with careful reward shaping and metric-driven evaluation. In a recent internship designing credit risk models, created a 10-method feature-selection voting framework and achieved ~10% out-of-sample performance improvement while reducing features to mitigate overfitting.”
Junior Software Developer specializing in Oracle APEX and enterprise integrations
“Oracle Software Developer (2+ years) at C3 Business Solutions, a consulting firm building and maintaining ERP applications across Oracle APEX/FDI/Fusion/EBS/OCI. No formal game QA experience yet, but demonstrates practical QA-adjacent skills (test planning, debugging via logs, and detailed bug reporting) and is explicitly looking to transition into a QA Engineer role.”
Junior Full-Stack Engineer specializing in AI/EdTech and real-time web apps
“Full-stack engineer at an early-stage EdTech startup building an AI-tutoring product; owns most of a Django REST backend, CI/CD, and key customer-facing features like FERPA-compliant auth, subscription payments, and real-time LaTeX input/rendering. Also built a /rPlace-style real-time multiplayer canvas (PolyPlace) using microservices, WebSockets, and event sourcing, with performance-focused client rendering (zoom/pan/viewport-based updates) and stress testing.”
Mid-Level Software Engineer specializing in distributed systems and AI agent workflows
“Software engineer with enterprise CPQ/CRM/ERP integration experience (Argano) who owned an end-to-end pricing preview capability deployed on AWS Kubernetes with Jenkins CI/CD and full observability (Prometheus/Grafana). Also built an AI-native research agent using LangChain + Chroma to filter academic papers, reporting ~15 hours/week saved for a professor.”
Junior Game/System Designer specializing in Unreal Engine gameplay systems and UI
“Game designer/developer building systems-heavy gameplay in Unreal Engine 5 using Blueprints, including an RPG narrative/quest framework (dialogue + quest segmentation, HUD/logbook) and an in-progress FPS with ammo and perk-driven playstyles (e.g., tech hacking routes). Demonstrates strong playtest-driven iteration, including major narrative restructuring for clarity and cutting an inventory system after repeated negative feedback.”
Junior Software Engineer specializing in full-stack web and AWS cloud automation
“Software developer with experience delivering and deploying customer-facing web applications, including an investment-focused platform requiring PostgreSQL/SQL optimization and hierarchical (adjacency list) data modeling. Has integrated payment APIs for a retail/antique shop use case, factoring in rate limits and documentation-driven implementation, and has handled time-sensitive production bugs via rapid replication and hotfix deployment.”
Junior Robotics/ML Engineer specializing in autonomous UAVs and perception
“Machine learning robotics engineer with internship experience deploying object detection and semantic segmentation models to an autonomous vehicle fleet operating in airports and naval docking stations, optimizing with ONNX/TensorRT for NVIDIA Jetson edge deployment. Also built ROS/ROS2-based decentralized multi-drone coordination (TF trees, shared telemetry) validated in Gazebo and networked via Nimbro with sub-10ms latency messaging.”
Junior Backend Engineer specializing in data platforms and cloud APIs
“Backend lead at a stealth startup and builder of MailIQ/MailBox—an automated Gmail inbox digest + cleanup system. Designed secure multi-account email ingestion and cost-efficient LLM-based summarization, and implemented robust unsubscribe automation using Playwright + OpenAI webpage analysis (including captcha-handling) with strong safety guardrails, incremental rollouts, and rollback strategies.”
Executive Game Developer specializing in multiplayer VR and cross-platform titles
“Lead Unity VR developer who shipped the commercial Meta Quest motorcycle racing game VRider SBK, with deep focus on multiplayer and porting across headsets (including Pico XR and PlayStation VR2). Built custom Unity tooling (tile-based level editor plugin) and applies ML-Agents/LLM workflows to automate AI tuning and repetitive engineering tasks; also taught a VR Lab course at the University of Milan.”
Junior AI Data Engineer specializing in Azure Databricks lakehouse and GenAI RAG systems
“Backend/applied AI engineer from Cloud Rack Systems who built production GenAI/RAG and data platforms on Azure/Databricks at enterprise scale (2.5M records/day). Known for making LLM systems behave like deterministic services via strict retrieval contracts, citation-based validation, and strong observability—shipping a knowledge assistant used daily by 50+ users while driving hallucinations near zero and materially improving latency and cost.”
Mid-level Game Producer specializing in AA game development and cross-discipline coordination
“Game Designer at Flux Games on AA titles including The Walking Dead: Destinies and Cobra Kai 2: Dojos Rising, with end-to-end ownership of combat/encounter modes. Led implementation of the team’s first shooting system and rapidly prototyped wave-based combat loops in Unreal Engine 5 Blueprints, iterating heavily from playtest feedback across responsiveness, balance, pacing, and clarity.”
Junior Graphics & Simulation Engineer specializing in real-time rendering and AR/XR systems
“Unity/Unreal developer who solo built a cross-platform Unity system for firefighters (master’s thesis) spanning Windows, HoloLens 2, and Android, integrating eye tracking, thermal imaging data streaming, and location tracking. Demonstrated practical problem-solving by working around HoloLens IO limitations via PC-based data streaming, and also built a Unity tower defense prototype with upgrades, economy, difficulty scaling, and sound design.”
Senior Game Developer specializing in Unity ECS/DOTS and multiplayer systems
“Unity/Meta Quest VR developer who has shipped three VR projects for different organizations, including an arachnophobia treatment experience for a university psychology department, a warehouse VR training project, and a children’s mental health-focused VR game. Also building a long-running personal project: a cooperative online multiplayer Metroidvania developed over ~3 years, with significant learning and refactoring around networking.”
Mid-Level Game Programmer specializing in Unity and gameplay systems
“Unity developer with ~5 years of professional experience who served as the main developer on a shipped Meta Quest VR game (Smash Therapy), handling most of the code and tackling key VR challenges like UI/UX and standalone performance optimization. Also builds AI-driven gameplay systems (e.g., minimax-based unbeatable tic-tac-toe) and leverages AI assistants to speed up routine implementation and brainstorming.”
Mid-Level Technical Game Designer & Unity/Unreal Gameplay Programmer
“Technical game designer/Unity developer who has shipped across PC, consoles, web, and mobile, with a strong focus on performance optimization (culling/occlusion, event-driven patterns, sprite atlasing) including for Nintendo Switch constraints. Served as feature owner on Risk of Rain 2 DLC "Alloyed Collective" (characters, bosses, items, interactables, enemies) and acted as project lead during a critical transition, stepping in to rescue a playable character design to meet client requirements.”
Senior PHP Backend Developer specializing in e-commerce platforms and system architecture
“Unity-focused developer pivoting from web development (PHP/JavaScript) into game dev; built a player-facing Shipyard system enabling ship customization/upgrades that added a resource sink and increased player attachment. Demonstrates strong systems thinking and UX polish (icon/naming conventions, range visualization, feedback SFX/VFX) plus some exposure to RPC-style networking and Node.js prototyping.”
Junior Software Engineer specializing in backend systems and machine learning
“Independent builder of production-grade systems: shipped an end-to-end URL shortener with JWT auth, Redis rate limiting/caching, Postgres, Docker, and real-time analytics, and separately architected a Redis-backed distributed task queue handling 1000+ tasks/min. Demonstrates strong distributed-systems instincts (atomicity, retries/DLQ, idempotency, heartbeats) plus a focus on maintainable code and self-documenting APIs (FastAPI/OpenAPI, versioned routes).”
Senior AI Engineer specializing in LLMs, RAG, and production ML systems
“Built GynAI, an end-to-end maternal clinical decision support platform for OB/GYN practices and hospitals in North America, combining predictive ML with RAG-based LLM explainability. The candidate emphasizes real production ownership across experimentation, deployment, monitoring, and iteration, with reported impact including fewer delayed interventions in high-risk pregnancies and a 15-20% reduction in false positives.”
Mid-level Software Engineer specializing in backend systems and AI-powered platforms
“Backend engineer who built a production retrieval-augmented narrative analysis platform for 100-page screenplays using a Node/Express orchestrator and a Python/FastAPI AI engine, including a key redesign from disk-based uploads to in-memory streaming to eliminate Windows file-lock failures. Also led a refactor of a municipal vehicle tracking system into a C-based distributed engine handling 4M+ daily packets with 99.99% data integrity and automation that reduced manual ops by 50%.”