Pre-screened and vetted.
Mid-level Unity Game Developer specializing in mobile, WebGL, and PC games
Mid-level Full-Stack Developer specializing in MERN/MEAN and cloud-native web apps
“Frontend engineer with end-to-end ownership of React/Next.js products, focused on scalable component-based architecture and quality via CI/CD, automated testing, and disciplined PR reviews. Built React + TypeScript dashboards with role-based views using Zustand, and improved existing codebases by decoupling components and boosting performance through code splitting, lazy loading, and standardized shared components.”
Mid-level Unity Game Developer & Game Designer specializing in mobile and educational games
“Unity game developer who built the economic system for an idle game (Hospital Empire), using spreadsheet-driven planning and iterative stat tuning to shape player feel. Has experimented with multiplayer networking via Mirror on an FPS prototype and uses GitHub Copilot to support modular/OOP-oriented planning and implementation; prefers remote/flexible work.”
Junior Game Designer specializing in F2P casual mobile puzzle games
“Casual mobile game designer (Unity-focused) with a psychology background who uses player research and BI analytics to drive retention and revenue. Led major difficulty rebalancing across thousands of levels (reported +5–10% retention lift) and partnered with engineering/art to create a parameter-driven level generation pipeline that quadrupled chapter output and increased release cadence.”
Junior Front-End Web Developer specializing in accessible, high-performing marketing sites
“Frontend-focused contractor who contributed to Manitoba Hydro’s digital transformation by helping build and document an accessible design system with WCAG standards baked in, improving team efficiency through reusable components. Also delivered a Webflow CMS-driven Capoeira site (dynamic events/profiles) and shipped updates iteratively under tight timelines with strong QA and accessibility practices.”
Mid-Level Full-Stack .NET Developer specializing in cloud-deployed web apps
“Unity/C# gameplay programmer with professional experience at Fabwelt Studios on the play-to-earn title "Arsenal," implementing player mechanics, interaction systems, and event-driven gameplay features. Also built a research-focused Tetris prototype as a master’s thesis, adding seedable RNG controls, data logging, and a playtest harness to study how randomness affects player perception.”
Mid-level Robotics & Embedded Systems Research Engineer specializing in edge AI for precision agriculture
“Robotics lead engineer (PhD/agriculture research context) who built and iterated a three-unit, wirelessly coordinated greenhouse data-collection robot—solving real-world alignment and comms reliability issues by redesigning the rail/gear system and moving from RF to ESP Wi-Fi with MAC-addressed control. Strong embedded C/C++ background with full-stack robot control implemented from scratch; beginning exposure to ROS 2 via an upcoming field deployment.”
Junior UX Designer/Developer specializing in web and AI-driven portfolio experiences
“Product/UX designer with strong front-end engineering capability who builds and deploys functional prototypes (React, Tailwind, Vercel) and bridges design-to-code via tokenized design systems. Has designed an AI-driven e-commerce fit/3D scanning experience (progressive disclosure, stress-map feedback) and is currently digitizing mass-casualty incident triage with haptics and spatially consistent, non-visual interactions to reduce medic distraction and error under extreme stress.”
Senior Brand & Visual Designer specializing in brand identity systems
“Marketing designer with portfolio spanning full event branding (Ileya Fest) and bilingual (Arabic/English) app marketing for Iqraa, including social and flyer creative that supported 2,000+ users in the first 2–3 weeks post-launch. Also built a scalable Figma design system for a warehouse SaaS product and produced an investor proposal deck that helped the event secure more funding.”
Junior Product Designer specializing in 0-to-1 MVPs, design systems, and AI-native apps
“UI/UX Team Lead who built a design system from the ground up for Find Me (mobile + responsive web), focusing on reusable components, Figma variable-based workflows, and high-fidelity cross-functional handoff. Also designed an AI-driven predictive weather/travel comparison experience that simplifies complex climate data via a comparison model and layered UI, and uses prototyping to validate flows and catch issues early.”
Junior Unity Game Developer specializing in gameplay systems, NPC AI, and XR interaction
“Unity/C# developer with experience shipping to Meta Quest and building small Unity test games (e.g., Catch The Fruits and a Finger Game) to validate VR glove interactions. Leans toward structured production workflows and uses Unity documentation plus AI tools to resolve scripting/engine issues.”
Mid-Level Technical Artist specializing in Unreal Engine VFX and VR pipelines
“VFX artist with shipped VR-exclusive title experience at TwinnyVR, focused on real-time, performance-critical environmental effects in Unity. Built and optimized a wind-blown leaf system for VR, addressing aliasing/shimmering through in-headset iteration and improving FPS via distance-based particle culling; also leverages AI tools to troubleshoot shader artifacts.”
Junior Embedded Software Engineer specializing in IoT and Aerospace & Defense systems
“Robotics-focused engineer with hands-on experience building a lab robotic arm, combining software engineering with circuit design and hardware integration (DC motors, Raspberry Pi, gamepad control). Has worked on mapping (GMapping) debugging and implemented MQTT-based communication between Raspberry Pi and ESP32, plus used MATLAB/Simulink to simulate STM32 behavior for system-level testing.”
Junior Technical Game Designer specializing in Unreal Engine systems and UI
“Technical Game Designer on TimeSplitters Rewind who owned multiple Challenge Mode maps and shipped modes like stealth-focused “Infiltration” and “target practice,” handling AI placement/pathing, validation logic for multi-mode compatibility, and playtest-driven tuning. Currently prototyping a UE5 Blueprint-driven brawler with class systems, spawners, and Behavior Tree iteration (fear/roaming) over a fast two-week development loop.”
Intern UX/UI Designer specializing in product design and front-end development
Mid-level Creative Designer & Director specializing in UI/UX, branding, and visual storytelling