Pre-screened and vetted.
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.”
Mid-level Game Producer / Feature Designer specializing in player-focused game development
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 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.”
Intern Software Engineer specializing in full-stack web development and AI/ML
Senior QA Engineer specializing in VR/AR, gaming, and AI product quality
Junior Software Engineer specializing in scalable systems and cloud/AI tooling
Staff Full-Stack Engineer specializing in cloud microservices and AI-enabled platforms
Senior Full-Stack Developer specializing in real-time, cloud-native web and mobile apps
Mid-level Technical Game Designer specializing in gameplay systems and dynamic content
Junior Product/UX Designer specializing in AI, mobile apps, and design systems
Executive Technology Leader specializing in digital health and game platforms
“Technical founder at Mightier, a clinically-validated mental health video game system for kids, where the company has raised $30M. Brings 25+ years of game development experience, has built zero-to-one titles with millions of players, and has scaled core functions from product/dev through QA, customer support, and even manufacturing for a physical-shipping business; currently leading an agentic coding transformation.”
Senior Software Engineer specializing in cross-platform rendering and game UI systems
“Game UI engineer with shipped experience on Paladins (Unreal Engine 3/C++), including an in-game store with automated grid-based recommendation layout and an inventory UI built for PC/PlayStation/Xbox/Switch. Emphasizes production readiness through clean separation of UI/data, strong documentation for engineering and content workflows, and memory-conscious UI patterns (pooled entries/paged navigation) for constrained platforms like Switch.”
Senior Game Developer specializing in Unreal Engine, Unity, and WebGL multiplayer
Executive Technology Leader specializing in AI, cloud, and enterprise transformation
Mid-level Gameplay/AI Engineer specializing in Unity, XR, and narrative NPC systems
Senior Game Systems Designer & Product Owner specializing in live-service economies