Pre-screened and vetted.
Staff-level AR/VR and mobile engineer specializing in immersive video platforms
“Game engineer with hands-on experience shipping systems for Horizon Worlds, including a notification platform that unlocked friending, invites, and achievement/prize UX. Also brings applied LLM gameplay experimentation, multiplayer networking/debugging expertise, and cross-platform VR/mobile experience spanning Meta Quest and Android.”
Senior Software Engineer specializing in AR/VR and real-time interactive systems
“Senior engineer (8 years) with experience at Facebook/Meta and Apple, spanning design tooling and XR/enterprise device experiences. Built the Origami component marketplace end-to-end (packaging node logic + metadata, SQL/JSON storage, filtering/search, local caching) with versioning and forward-compatibility decisions, and has a strong track record of UX-focused robustness improvements and safe rollouts via feature flags and telemetry.”
Senior VR Engineer specializing in Unity game systems and multiplayer experiences
Director-level Engineering Manager specializing in simulation, graphics, and real-time 3D
“Hands-on engineering leader with early-stage startup experience who balances coding with executive alignment and delegation. Has delivered offline-capable SaaS mobile demos under tight timelines, built monetization-ready mobile architectures (dynamic cloud assets + in-app purchases), and increased product velocity via component-based game architecture plus stakeholder self-serve tooling.”
Executive Engineering Leader (CTO/Head of Engineering) specializing in mobile AI inference
“Co-founded Aethernet Inc., a B2B IoT connectivity platform with a usage-based revenue model and direct sales motion to device manufacturers. Bootstrapped with founder capital and strict cost control, with angel interest pending technical validation; developed the product through multi-year architecture experiments to deliver measurable latency/reliability/scalability/cost advantages versus DevOps-heavy incumbents like AWS IoT Core.”
Executive engineering leader specializing in AI/ML platforms and SaaS product development
Director-level engineering leader specializing in platform, AI, and video systems
Senior Software Engineer specializing in Unity, VR/XR, and AI-driven systems
Senior Unity Engineer specializing in XR, UX, and interactive prototyping
Senior Software Engineer specializing in AR/VR, metaverse, and game development
“Unity/C# gameplay engineer from Horizon Worlds with deep experience shipping multiplayer VR and mobile features, especially scalable real-time animation and object interaction systems. Stands out for redesigning a high-overhead RPC-based animation pipeline into a deterministic client-side playback architecture that reduced network load, improved stability in complex worlds, and enabled previously unpublishable worlds to ship.”
Senior XR Prototyping Engineer specializing in immersive interaction design
“XR/gameplay engineer with shipped work across HoloLens, Oculus/Quest, Vive, and mobile/web platforms. Most notably built the Remote Assist annotation system used in NASA space station repair workflows, and has hands-on experience integrating LLM-driven behavior systems and Photon-based multiplayer features with strong focus on determinism, latency, and performance.”
Mid-level Game Producer / Feature Designer specializing in player-focused game development
Senior Software Engineer specializing in full-stack and AI/ML for mobile platforms
Senior Software Engineer specializing in Unity, multiplayer networking, and AI/LLM integration
Senior Software Engineer specializing in Unity/C#, AI/LLM, and cross-platform mobile/VR
Senior Software Engineer specializing in game platforms and player-facing systems
“Senior engineer with a rare mix of game-platform and mobile content-delivery experience: helped ship the Xbox 360 Party system and later architected the custom multi-catalog asset pipeline behind Netflix Stories. Particularly compelling for teams needing someone who can design scalable, low-memory, high-stability systems for live content across many titles and external partners.”
Principal Software Engineer specializing in Unity game development and developer tooling
“Unity/C# gameplay engineer from Rec Room who owned end-to-end systems spanning downloadable avatar content delivery (Addressables + auth/CDN), build automation/CI for asset bundles, and creator tooling (Avatar Studio). Also implemented AI-driven localization and generative mesh features, and has deep multiplayer experience with Photon and Photon Quantum across VR (Meta Quest) and mobile platforms, citing a 20% retention lift from faster content delivery and customization.”
Junior Software Engineer specializing in distributed systems and machine learning
“Google backend engineer with strong experience in large-scale identity, membership, and access-control systems. Notable work includes reconciling customer IDs across 2B+ roster records and leading a 0-to-1 Drive sharing feature to classify external users as crossover members, with a strong emphasis on correctness, rollout safety, and low-latency service design.”
Senior Game Designer specializing in multiplayer systems and live service experiences
“Gameplay systems designer with shipped AAA experience on Overwatch, including end-to-end ownership of player progression and major systems like matchmaking (role delta system cutting uncertainty/volatility by 50%) and Stadium mode round/shop + MMR/balancing systems (second-highest engaging mode). Strong in KPI/retention-driven design, player research, and telemetry-based balancing, with a UE5 Blueprint prototyping workflow built for modularity, data-driven tuning, and handoff to engineering.”
Mid-level Machine Learning Engineer specializing in LLMs, generative AI, and MLOps
“Built and shipped a production LLM-powered medical scribe that generates structured clinical visit summaries using RAG, strict JSON schemas, and post-generation validation to reduce hallucinations. Experienced in making LLM workflows deterministic and observable (structured logging/metrics/tracing) and in evaluation-driven iteration with metrics like schema pass rate and edit rate; collaborated closely with clinicians and policy stakeholders at Scale AI to drive adoption.”
Senior Software Engineer & Game Designer specializing in Unity multiplayer and interactive experiences
“Gameplay engineer/designer with Unity experience spanning a Peloton open-world multiplayer cycling game (progression, difficulty normalization via FTP, replayability through medals/cosmetics) and a mixed reality soccer training game using a motion-tracked ball. Known for pragmatic, metrics-driven tuning (session length/mission duration), rapid playtest-led iteration, and cross-discipline execution including performance tooling (LOD batch editor) and phased multiplayer implementation planning.”
Mid-level Software Engineer specializing in Unity gameplay systems
“Gameplay engineer with shipped mobile multiplayer experience on Squid Game: Unleashed, where they owned the Usable Items system end-to-end in Unity/C#. Built a modular ScriptableObject/action-based architecture that let designers create new item behaviors quickly without engineering support, while also handling network sync, prediction-related debugging, and internal validation tooling as the content library scaled.”
Mid-level Robotics Software Engineer specializing in teleoperation, simulation, and autonomy
“Robotics engineer who helped bootstrap Meta’s humanoid robotics effort, building simulation training and deployment infrastructure for vision-language-action (VLA) models. Evaluated multiple physics backends (Bullet, MuJoCo, Isaac, internal) to minimize sim-to-real gap and addressed control-loop frequency mismatches via sequence optimization/MPC-like approaches and trajectory-output modifications. Published research that contributed a new addition to ROS 2 and has built ROS2 node stacks spanning control, perception, teleop, tactile sensing, and imaging.”