Pre-screened and vetted.
Intern Software Engineer specializing in LLM security and automation
“Built and shipped a production LLM safety-testing agent using Gemini with support for running multiple LLMs, focused on fast (<5s) execution and clear failure-mode reporting. The tool helps smaller companies evaluate whether their LLMs respond safely by grading outputs and tuning scoring consistency.”
Mid-Level Applied AI Engineer specializing in LLM services, RAG, and OCR/NLP extraction
“Backend/platform engineer who built and evolved a large-scale healthcare document processing system (OCR + LLM orchestration) in Python/FastAPI on Google Cloud (Cloud Run, GCS, Firestore), processing ~1.5M files per batch and tens of millions overall. Emphasizes reliability and operational safety via deterministic IDs, idempotent state machines, strong observability, and self-healing reconciliation, plus disciplined migrations using dual-run validation and incremental rollouts.”
Mid-level Software Engineer specializing in Unity interactive experiences and audio systems
“VR-focused Unity developer and game design lead who has built multiplayer VR experiences for Rift S and HTC Vive (some work under NDA). Built "Sailors Bridge," a 3-player cruise-ship simulator for children for the Saudi Aroya cruise ship, delivering from concept through installation in ~5 months while also coordinating scope and cross-discipline execution amid changing team resourcing.”
“Unity XR developer who built custom MetaXR hand-tracking gesture controls that materially improved VR usability (95% satisfaction in a live event). Led technical research and helped secure an RFP with Meta as the client, and has hands-on multiplayer experience (PUN2/Netcode) including a multiplayer AR ping-pong experience for Niantic plus MMORPG freelance work.”
Staff/Lead Game Engineer specializing in gameplay systems and VR
“Unity gameplay programmer with hands-on multiplayer networking experience (Photon Fusion, Mirror, SmartFox, Unity networking), including client-side prediction and rollback to smooth networked movement under lag/packet loss. Recently improved a fast-paced 2D platformer’s feel by adding momentum/velocity “gears,” validated through internal cohorts and volunteer/friends-and-family playtests. Comfortable in both startup and large-company environments and currently seeking a high-impact, intensive project.”
Junior Robotics Engineer specializing in ROS 2, SLAM, and simulation
“Robotics software engineer with ~3.5 years in ROS/ROS2 mobile robotics, SLAM, and control who owned end-to-end integration for a sim-to-real mobile platform (Zephyr), including ros2_control, EKF sensor fusion (IMU + Vicon), and Gazebo validation with quantified accuracy. Also built a multi-drone CSLAM stack integrating ORB-SLAM3 and PX4 offboard control, scaling via namespaces, synchronization/QoS discipline, and performance debugging with ros2_tracing.”
Intern Software Engineer specializing in backend systems and distributed data pipelines
“LLM engineer with production experience building end-to-end document processing workflows that unify layout analysis, OCR, and downstream LLM reasoning. Has implemented reliability features (retries, robust error handling, OpenTelemetry logging) and built agentic systems using LangChain/CrewAI, including a student research-paper assistant, while collaborating closely with PMs and non-technical end users to reduce technical debt and simplify architectures.”
Senior Game & XR Developer specializing in Unity and immersive AR/VR platforms
“Unity/C# gameplay engineer who shipped a live-service mobile RPG and a Quest 2 + mobile social fitness game, with deep experience in performance optimization and multiplayer netcode. Built client-prediction/server-authoritative combat and consolidated AI updates to hit 60 FPS (P50 frame time improved 22ms→14ms), and implemented strong live-ops tooling (replays in S3, alerts, desync checksums). Also integrated an LLM-driven NPC dialogue system via a Go middleware layer with validation/caching and evaluated it through a 4-week A/B test.”
Senior Game Developer specializing in Unity/Unreal, 3D art, rigging, and VR
“Unity/Unreal VR developer who has shipped a Meta Quest (Quest 2) VR welding training simulation for a US technical institute, owning optimization plus significant 3D/animation pipeline work. Currently building a largely solo tactical sports simulation focused on deterministic agent movement and performance across HDRP (PC/console) and URP (VR), and has also contributed mission editing/multiplayer work for WYD Gamings.”
Principal XR Technical Architect specializing in Unity-based AR/VR simulation
“Lead XR Developer for Fortune 500 training simulators who owned the VR portion end-to-end in Unity/C#, including a patented VR display algorithm (VR NOW). Built a device-agnostic OpenXR architecture with headset-aware rendering fallback and integrated hardware like D-Box motion platforms; reports VR release drove higher sales and improved trainee engagement and performance.”
Senior XR/Unity Developer specializing in AR/VR mobile and immersive experiences
“Unity/C# XR developer who shipped a HoloLens 1 medical congress experience from scratch (including modeling, animation, and full system architecture), later credited with driving retention/revenue and helping the client win an international best-practice award. Has VR (Meta Quest 2) experience integrating OpenAI-powered dialogue and has delivered cross-platform AR/VR interaction patterns across HoloLens and iOS/Android via AR Foundation and the Unity Input System.”
Junior Software Engineer specializing in backend, cloud, and AI-powered web applications
“Built and shipped Site Audit AI, a production multi-turn Claude-based agent that autonomously crawls websites, calls tools, and generates scored audit reports—reducing a manual 2-3 hour developer workflow to under 60 seconds. Also brings practical experience integrating inconsistent payroll/HR data across platforms like QuickBooks and Keka, with a strong focus on validation, fault tolerance, and resumable workflows.”
Junior Electrical and Computer Engineer specializing in ASIC, embedded systems, and RF design
“Candidate has hands-on hardware experience fabricating a MIMO UWB antenna, including identifying mathematical design parameters, using simulation software, and validating performance through S-parameter results. Also mentions using Figma for design work, though details on workflow and collaboration were limited.”
Senior Unity Developer specializing in gameplay, multiplayer, and backend integration
“Unity gameplay engineer who has shipped mobile and Meta Quest VR titles, leveraging DOTS/ECS for large-scale war/rts-style scenes and mobile performance. Built multiplayer features using Photon PUN 2 with PlayFab matchmaking/backend and implemented live network debugging/recovery strategies. Also prototyped an AI/LLM-assisted pipeline for generating and validating gameplay/level content via structured JSON with fallbacks and caching to control reliability and cost.”
Mid-level Unity Game Developer specializing in multiplayer and performance optimization
“Senior gameplay/multiplayer engineer based in Argentina with hands-on experience building Unity/C# networked systems end to end, including Mirror-based gameplay architecture and server-authoritative MMO-style networking. Particularly strong in multiplayer stability, sync/prediction design, and performance profiling across VR and mobile, with thoughtful early-stage architecture ideas for AI/LLM-enabled game features and internal pipelines.”
Mid-level Software Engineer specializing in GenAI and machine learning systems
“Backend/AI engineer with deep healthcare experience building production Python microservices that turn raw clinical audio into structured notes and insights. They owned systems end-to-end across architecture, launch, monitoring, and incident response, with measurable impact including 40% lower operating costs, 22% better latency, and 99.9% uptime in a regulated environment.”
Senior Technical Artist specializing in game development pipelines and tools
“Game design lead with broad mobile shipping experience across live-service titles, including Wild Sky and several other mobile games. Particularly interesting for having owned monthly gameplay/content updates, improved retention through a redesigned FTUE, and experimented with AI-powered asset discovery using Claude Vision to streamline designer workflows.”
Senior AI Engineer specializing in machine learning, GenAI, and MLOps
“Built an end-to-end agentic population health strategy copilot for healthcare leadership, turning broad chronic disease questions into structured, evidence-backed strategy briefs. Stands out for combining healthcare domain knowledge with production-grade GenAI implementation, including LangGraph orchestration, Databricks/MLflow deployment, human review, and quality gates focused on citations, metrics, risks, and safety.”
Entry-level Full-Stack Developer specializing in web platforms and applied systems research
“Backend-focused engineer who built Codesdev V1.0 end-to-end, a cloud-native IDE with secure Docker-based code execution across 8 languages and a custom PostgreSQL JSONB virtual file system achieving 34ms retrieval. Stands out for pragmatic early-stage decision-making, hands-on ownership from architecture through incident resolution, and a strong focus on security and low-latency backend design.”
Intern Robotics & AI Researcher specializing in autonomous navigation and sensor fusion
“Robotics software engineer who built a ROS 2 Humble autonomous hospital-equipment detection/localization robot end-to-end in Gazebo (custom worlds/models, Nav2 waypoint navigation, YOLOv8n perception, TF2-based depth fusion) and solved real-time integration issues via multithreading and QoS tuning. Also implemented and tuned an MPPI controller to enable smooth reverse parking on an OpenPodCarV2 platform, including real-world reverse engineering and hardware/software debugging.”
Mid-Level Software Engineer specializing in backend microservices, payments, and ML pipelines
“Backend engineer who has led redesigns and migrations for a real-time logistics platform, improving scalability and resilience while managing eventual consistency tradeoffs. Demonstrates strong distributed-systems rigor (idempotency, transactions, async queues, monitoring) and builds secure, versioned FastAPI APIs with JWT/OAuth2, RBAC, and database row-level security.”
Mid-level AI & Computer Vision Engineer specializing in edge robotics perception
“Master’s thesis engineer who built and deployed a continuous real-time perception + state estimation + control loop under tight latency constraints, owning both software architecture and hardware integration. Strong ROS 2 fundamentals with a systems-first approach—stabilizes robotic behavior by instrumenting, logging/replaying real data, and fixing timing/synchronization issues rather than treating failures as purely algorithmic.”
Junior Robotics & ML Engineer specializing in simulation, control, and perception
“Robotics engineer focused on simulation, modeling, and control, with hands-on sim-to-real experience from a soft, foldable “grasshopper” robot where friction/contact physics and servo dynamics drove real-world performance gaps. Built a ROS 2 voice-operated TurtleBot system integrating YOLOv5 + stereo depth for object picking with an attached arm, and debugged AMCL/SLAM to cut localization error from 10–13 cm to ~5 cm. Currently developing a quadruped in MuJoCo with a 3-layer control stack (RL + MPC + PD) and an RL training pipeline in JAX ahead of hardware.”
Senior XR Solution Architect & Unity Developer specializing in AR/VR applications
“Unity VR developer who has shipped Meta Quest titles both independently (handling art, engineering, marketing, and self-publishing) and on teams focused on architecture and code. Recently worked on a multi-user VR experience using haptic gloves and holopotation, solving Photon multiplayer bandwidth issues by compressing high-volume data and implementing custom sync strategies. Also experiments with integrating LLMs into Unity for NPC interaction and uses AI tools pragmatically for straightforward tasks.”