Pre-screened and vetted.
Senior Gameplay/Systems Programmer specializing in Unreal Engine multiplayer games
“Game systems/mode developer with hands-on Unreal Engine 5 Blueprint prototyping experience, spanning player-facing systems (stats/leaderboards, UI iteration) and backend online features (mode-specific matchmaking and session sorting). Has designed engagement/challenge loops with weighted randomization to reduce grind, and has driven cross-functional scope cuts to keep rapidly iterating mode sets shippable while reserving content for future updates.”
Junior Full-Stack Software Engineer specializing in cloud-native web apps and AI tooling
“Software engineer with experience across edtech, live gaming, and an AI document intelligence platform, delivering end-to-end customer-facing features and production backends. Built secure, automated live-session scheduling integrating Zoom and TalentLMS (JWT/RBAC, idempotency, transactions) cutting setup time from ~3 minutes to under 1 minute, and optimized real-time gaming dashboards/APIs with query tuning, caching, and CDN improvements (~60% latency reduction under peak load) on AWS.”
Mid-level Python Full-Stack Engineer specializing in AI microservices and cloud data platforms
“Backend-leaning full-stack engineer in fintech/payments who shipped an end-to-end Stripe payments + webhook system for a financial microservices platform, emphasizing ledger accuracy via idempotency, transactional writes, retries, and DLQs. Also delivered a real-time React/TypeScript payment status dashboard informed by user interviews, and improved production performance by 35% p95 latency through PostgreSQL tuning and Redis caching on AWS.”
Senior Gameplay Programmer specializing in Unreal Engine and Unity
“Unity game developer with experience shipping mobile titles and building multiple games largely solo across genres. Described a Mad Max-inspired vehicle-combat racing game where they implemented AI combat behaviors and real-time race position tracking using distance/sorting algorithms and 3D vector math. Uses tools like ChatGPT/Claude/Cursor as a support layer for research and iterative code improvement.”
Junior Full-Stack Software Engineer specializing in mobile, cloud, and GenAI integration
“Software engineering intern with hands-on ownership of a Java/Spring Boot order management microservice, including production performance tuning via Redis caching and database indexing driven by API logs/metrics. Also contributed to a production mobile-backend LLM feature using RAG with embeddings over structured data and documents (DB + object storage), with guardrails to keep responses grounded.”
Mid-level Software Engineer specializing in integrations and automation
“Union College robotics graduate with hands-on ROS experience building an independent “waiter bot” that took spoken orders (Mozilla DeepSpeech), used OpenCV, and navigated via SLAM on a TurtleBot with LiDAR. Also led the Union College Robotics crew for four years and implemented PID control for micromouse maze robots; has additional software deployment experience with Dockerized FastAPI and CI/CD from coursework.”
Mid-Level Software Engineer specializing in cloud-native microservices and full-stack development
“Full-stack engineer with deep startup experience building products from scratch under ambiguous requirements. Delivered a scalable, admin-configurable notification platform (Spring Boot/Java/Kafka) supporting 50+ notification types across 3 channels for 10k+ users, cutting new notification setup to ~5 minutes. Also built a Tinder-meets-LinkedIn job-swiping app (React/TS + Node/Prisma) and has hands-on AWS production ops (ECS/EKS, RDS, CloudWatch) plus multiple third-party integrations (Stripe, QuickBooks, Twilio).”
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 UX/XR Designer specializing in AR/VR and rapid prototyping
“UX/UI designer with immersive tech focus: built a senior thesis VR beach stone-skipping experience where successful throws triggered real-world receipt-printer outputs, with hand-textured assets and extensive usability iteration for novice VR users. Also designed UI for architectural visualization software during an internship and ran stakeholder-driven research for an AR glasses speech-therapy concept, pivoting the design language to address skepticism around AI framing.”
Junior AI/ML Software Engineer specializing in automation and healthcare imaging
“Backend-focused engineer who built a Python-based automation system leveraging Gemini AI and prompt-driven PDF field extraction to replace a previously manual third-party workflow. Drove stakeholder alignment around accuracy/acceptance thresholds and added production-minded safeguards like graceful failure handling and backup model contingencies.”
Entry-Level Computer Vision Research Assistant specializing in medical imaging AI
“New grad who shipped an LLM-powered writing app (“Write-it”) to production on Azure with CI/CD (GitHub Actions + JFrog) and implemented an unconventional RAG pipeline to prevent repetitive prompts using embeddings and cosine similarity. Also participated in a Luma AI image/video generation hackathon, iterating with artist feedback and improving usability by rewriting non-technical prompts via an LLM.”
Mid-Level Sound Designer & Composer specializing in Audio UX and interactive sound
“Music editor/composer and sound designer who treats audio as narrative—e.g., created a dialogue-free short film where music and SFX carried the story across multiple emotional chapters. Works across Ableton, Logic, and Pro Tools with iZotope RX for VO cleanup, and has adjusted mixes for YouTube/podcast retention (increasing music/SFX levels led to longer viewer watch time).”
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.”
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.”
Mid-level Backend Software Engineer specializing in Java/Spring Boot and AWS microservices
“Owned and stabilized Decathlon e-commerce payment services, taking a prototype reliability effort to production by implementing failure detection/retries, load testing, and DB performance optimizations—reducing payment failures and cart abandonment. Also demonstrates an LLM/agentic workflow support mindset with strong observability, rapid incident diagnosis, and durable prevention via RCA, safeguards, and regression/replay testing, plus experience supporting sales/support with technical reassurance.”
Mid Unity Developer specializing in multiplayer game development
“Unity game developer with hands-on experience building a Hearthstone-like networked card game system: a centralized command queue driving deliberate, readable combat/interaction sequences with DOTween-based polish. Implemented authoritative multiplayer synchronization using Photon (self-hosted/PUN2) with client-side prediction, server reconciliation, and soft rollback to keep gameplay responsive while preserving state integrity; recently also working with Unity Netcode for GameObjects.”
Mid-level Unity Game Developer specializing in F2P mobile and live games
“Unity developer with broad cross-platform experience (HTC Vive VR, iOS/Android, Nintendo Switch, WebGL) who built a near-solo multiplayer AR iOS party game using Photon/PUN and AR Foundation. Demonstrates strong practical networking and performance optimization skills, including lag compensation and client-side shader-based rendering strategies.”
Mid-level Full-Stack & XR Developer specializing in GenAI and immersive AR/VR systems
“Built and deployed a "personal second brain" product (CloneMind) with an end-to-end RAG pipeline for retrieving information across PDFs, URLs, images, and audio using Next.js/Node.js/Postgres/Supabase/Redis. Demonstrates strong practical depth in retrieval quality tuning, latency reduction via caching, and stateful orchestration with LangChain/LangGraph, plus experience persuading a non-technical professor stakeholder by shipping a working prototype.”
Senior Full-Stack Game Developer specializing in Unity and backend systems
“Unity game developer with hands-on gameplay AI experience (FSM-driven monsters with customized NavMeshAgent movement) focused on creating readable, high-tension survival encounters through iterative tuning. Has shipped/created 4 Unity games solo end-to-end (UI, animations, architecture, state machines) and has also built a full Python game server; some exposure to Photon Fusion and strong client/server REST API implementation experience.”
Entry-Level GenAI/LLM Engineer specializing in agentic systems and RAG
“LLM/AI agent engineer with consulting/contract experience (Kanhaiya Consulting LLC) who deployed a production AI agent to automate BIM list workflows end-to-end—from database understanding and data cleaning to automated visualizations/dashboards. Worked around restricted real-time data access by generating synthetic data and improving outputs via supervised fine-tuning, and uses AWS-based LLMOps observability (Opic/OPEC) plus hybrid retrieval (vector+BM25 with reranking) to optimize relevance, latency, and cost.”
Mid-level Frontend Engineer specializing in React and Next.js
“Frontend engineer with healthcare product experience who led end-to-end delivery of therapist-facing dashboards and clinical workflows in React + TypeScript, including real-time data and multi-role complexity. Emphasizes scalable feature-based architecture, strong domain typing (discriminated unions/domain layer), and performance techniques (scoped state, selector subscriptions, virtualization) alongside disciplined rollout practices (feature flags, QA, monitoring).”
“Software engineer with experience spanning healthcare middleware (patient records + insurance integration) and an AI fantasy football product built with React/TypeScript, Firebase, API gateways, and pandas-based data pipelines. Has hands-on microservices scaling experience (latency mitigation, async migration, state-based redesign) and built an internal feature-toggle dashboard that improved demo efficiency and sales outcomes.”
Principal Unity Game Developer specializing in multiplayer networking and engine architecture
“Unity lead developer who built a turn-based soccer game (Soccer Glory/Score Hero-like) with complex in-air ball simulation, AI reactions, and animation handling, then scaled production by creating an in-editor level/animation authoring tool that saves to JSON and shifted level setup from devs to designers. Strong multiplayer background across Photon PUN, Mirror, UNet, and Socket.IO, including a 100-user metaverse room and practical approaches to authoritative simulation and VR/mobile performance optimization (Meta Quest 90 FPS).”