Pre-screened and vetted.
Senior Video Editor & Motion Graphics Designer specializing in game trailers and sound design
Staff-level Robotics & Computer Vision Software Engineer specializing in real-time GPU/ROS systems
Junior Robotics & Controls Engineer specializing in state estimation, simulation, and ROS2
Senior Software Engineer specializing in distributed systems and cloud infrastructure
Senior Software Engineer specializing in Unity, real-time multiplayer, and LLM integration
Mid-level AI Engineer specializing in LLM agents and applied machine learning
Mid-level Full-Stack Engineer specializing in Python, FastAPI, and cloud-native systems
Senior Product/UX Designer specializing in enterprise UX, AI, and modern interfaces
Mid-level Software Engineer specializing in automotive embedded systems and robotics AI
Mid-level Product Designer & Engineer specializing in AI-native geospatial and data products
Senior Unity Developer and Graphics Programmer specializing in real-time 3D and AR/VR
Mid-level Software Engineer specializing in Unity game development and graphics engineering
Intern Software Developer specializing in healthcare data and systems analysis
“Candidate comes from SaaS and healthcare analytics rather than game development, but has strong end-to-end ownership experience building real-time, high-availability systems in Python/AWS. They highlight measurable impact across performance, throughput, uptime, and cost reduction, including queue optimization and predictive ICU utilization pipelines, and are looking to transfer that systems engineering foundation into Unity/gameplay work.”
Senior Gameplay & UI Programmer specializing in VR game development
“Unity/VR gameplay engineer with shipped Ubisoft experience on Assassin's Creed Nexus VR, improving core interaction systems (doors) for comfort and predictability and iterating mechanics (pickpocketing) using player feedback and analytics. Also prototyped Photon Fusion multiplayer features for a Rainbow Six Siege-related project, focusing on synchronization and tactical-feel networking tradeoffs, and has experience setting up project architecture and collaborating closely with design/UI teams (including at Sumo on a football manager project).”
Mid-level AR/VR Developer specializing in Unity and immersive enterprise experiences
“Unity developer with shipped Meta Quest VR experience, including a concert app featuring 180/360 video selection, live camera connectivity, and a 3D main menu, with videos stored on AWS S3. Also runs a small studio (Hunterbyte Digital) and published an indie puzzle game, Cubuleto, on Steam featuring a built-in editor.”
Senior Unity Developer specializing in high-performance mobile game systems
“Unity game developer who has shipped titles on Steam and mobile (Google Play/App Store), owning build quality, platform builds, and release preparation. Built a turn-based soccer game largely solo, including scalable UI, complex move-calculation systems using the command pattern, and enemy AI, and proactively brought in external AI specialists to tackle hard algorithmic challenges.”
Intern Robotics/ADAS Engineer specializing in perception, sensor fusion, and state estimation
“Robotics software engineer who built a multi-agent dense warehouse mapping system in ROS 2, including LiDAR-camera fusion SLAM, timestamp-based synchronization, and DDS-based inter-robot pose/keyframe exchange under bandwidth constraints. Also applied Gaussian Splatting for selective photorealistic dense reconstruction and optimized real-time performance with node composition, bounded queues, and QoS tuning; experienced with Gazebo/CARLA/Unity simulation and Dockerized ROS 2 deployments.”
Staff Technical Artist specializing in character pipelines, rigging, and tools for games
“Lead Tech Artist/animation systems specialist with UE5 locomotion and VR experience, including a complex VR mech setup where player arm motion drove mech arms with intentional lag using IK and follow points. Has shipped experience across Meta Horizon VR (built Unity profiling tooling) and Call of Duty (animation performance fixes for runtime cinematics), plus a strong track record building artist-first pipelines like modular rig builders and an AI skinning framework.”
Senior Software Engineer specializing in AR, UI/UX, and interactive applications
“AR/Unity-focused engineer who built a multi-user whiteboarding app for smart glasses, including vector-based collaborative drawing, spatial object persistence, and a voice-driven AI assistant that could manipulate the scene through custom tools. Their work spans real-time networking, spatial UX, and LLM integration, with systems robust enough that some features were reused by other developers internally.”
Staff Software Engineer specializing in interactive 3D, games, and developer platforms
“VR/social platform engineer with experience at AltspaceVR, Mozilla Hubs, and Dopple, spanning Unity/C#, custom engine networking, and early voice-agent systems. Particularly compelling for roles at the intersection of multiplayer, XR, and AI: they’ve built data-driven avatar systems, ownership-based netcode, VR replay capture, and a custom real-time voice->LLM->voice stack integrated with hardware and computer vision.”