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
Staff Software Engineer specializing in streaming platforms and media delivery
Staff Software Engineer specializing in frontend architecture for streaming platforms
Senior Unity Developer specializing in XR/VR, gameplay systems, and AI-integrated experiences
“Unity/C# gameplay engineer with rare depth at the intersection of MR, multiplayer, and generative AI, including work on Meta Quest experiences such as First Encounters. They have architected real-time AI content pipelines, integrated LLM/VLM systems into Unity via Python/REST orchestration, and solved hard production problems around Quest performance, networking, and player experience.”
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
Executive engineering leader specializing in AI/ML, cloud platforms, and enterprise software
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.”