Pre-screened and vetted.
Entry-Level Full-Stack Software Engineer specializing in web, mobile, and distributed systems
“Backend engineer who built a Logistics-as-a-Service platform in Go, proactively refactoring a monolithic REST service into gRPC microservices to improve performance and maintainability. Led a 3-person team with disciplined code reviews, Dockerized DB migrations, and a canary-style rollout (5% traffic) monitored for latency and failures; also implemented JWT/OAuth2 RBAC and production-minded edge-case handling in an ordering system.”
Senior Game Software Engineer specializing in Unity, C++/C#, and multiplayer systems
“Unity/VR developer who has built personal Quest 2 projects including a Unity ECS-based space simulation leveraging Burst + Jobs for performance, and a relaxation virtual world featuring terrain, moving trees, and localized audio. Prefers a blended team structure and is motivated by high-impact, immersive projects.”
Senior Software Engineer specializing in full-stack systems, data pipelines, and ML
“Built and productionized an autonomous research agent (AutoGPT) in a Docker/Kubernetes environment with Pinecone-based long-term memory and custom Python tools for analysis, visualization, and report drafting. Implemented layered guardrails (prompt templates, automated validation, self-critique loops, and monitoring) and achieved ~25% reduction in manual report generation time while scaling the workflow to support multiple concurrent users.”
Mid-level Robotics & Computer Vision Engineer specializing in ADAS and real-time perception
“Robotics/ADAS engineer who built an assistive feeding robot with reliable 3D mouth tracking (RealSense + MediaPipe) and ROS 2 integration to a WidowX250s arm, solving depth-noise, timing, and workspace/singularity issues for stable low-latency behavior. Also optimized a real-time lane-keeping controller at Hyundai using signal logging/replay, filtering (LPF/Kalman), and feedforward+PI tuning, with experience across SIL/HIL and CAN-based ECU integration.”
Senior Software Engineer specializing in backend systems and automation
Senior Test Automation Engineer specializing in Python frameworks and distributed systems
“QA automation engineer with experience at Amazon Game Studios owning an end-to-end automated scale testing suite that simulates high-concurrency gameplay and captures performance telemetry. Improved coverage by bypassing hours of gameplay via programmatic state setup, enabling repeatable 4000-player dungeon-entry tests that exposed a messaging-queue bottleneck fixed before release. Also built maintainable Selenium/pytest UI automation with CI gating, reporting, and flake-reduction patterns.”
Entry-Level Software Engineer specializing in full-stack web and Android development
“Early-career developer whose experience comes from classroom projects but has completed full end-to-end web app delivery: implemented login/search/favorites, integrated external APIs, and deployed to Google Cloud for multi-device use. Demonstrates user-centered iteration by recruiting friends to test and provide feedback, and has hands-on production-style debugging experience (e.g., resolving CORS issues during deployment).”
“Backend/AI engineer who built a real-time vector database system for high-frequency financial data using Kafka/Flink on Kubernetes, achieving sub-100ms similarity search at 10k+ concurrent load and resolving tricky duplication issues with idempotency/versioning. Also shipped an end-to-end LLM-based travel itinerary feature (profiling + prompt workflows + APIs) with a focus on quality consistency and low latency.”
Mid-level Game Programmer specializing in Unreal and Unity gameplay systems
“Unreal Engine 5/C++ gameplay programmer who built an end-to-end Escape Pod intro system (teleport + interaction + camera/animation) and solved a rare client-side camera view-target timing issue via instrumentation and view-target locking. Implemented replicated teleport state logic with safeguards against rapid state changes, and tunes first-person parkour-style camera feel through parameterization and playtesting.”
Junior Game Designer specializing in AI-driven systems and interactive narrative
“Game economy/progression designer who owned an end-to-end multi-currency economy for a top-down kitchen management sim, balancing cash/reputation/XP with sinks like spoilage, maintenance, and rent. Uses telemetry + structured playtests and spreadsheet simulations to tune pacing, reduce mid-game churn, and prevent late-game inflation by adjusting efficiency/skill curves and phase-based balancing.”
Senior Technical Game Designer specializing in gameplay systems and pipelines
“Modes/progression designer on EA College Football (Dynasty and Road to Glory) who has owned multiple shipped progression systems, including recruiting and Road to Glory progression (meters, in-game reward triggers, and a "coach trust" meta-progression). Focused on modular system design and tuning/balancing for player-facing challenges and rewards, with strong QA-driven iteration and Blueprint-based prototyping practices.”
Intern Full-Stack Software Engineer specializing in web, mobile, and accessibility
“Full-stack engineer who has built and shipped production Next.js (App Router + TypeScript) applications end-to-end, including an authenticated dashboard with protected routing and post-deploy troubleshooting. Designed Postgres schemas for collaboration/analytics (users/workspaces/sessions/events) and achieved ~60% query-time reduction through indexing and query-plan-driven optimization, with a strong emphasis on accessibility and server-first React architecture.”
Senior Software Engineer specializing in backend systems and game platform engineering
“Unity/C# game engineer with about 3 years of experience who owned a high-impact runtime content delivery platform at Zynga/Singa powering LiveOps releases for roughly two years. Their work cut app size by 35-40%, removed a 25K daily activator drop on release days, improved load times by 25%, and supported a feature that drove 10% quarterly revenue growth.”
Senior Software Engineer specializing in Unity game development
“Game developer with experience on DreamCraft and KartRider Rush+, focused on Unity/C# gameplay systems, AI behavior, and multiplayer synchronization. Stands out for building a modular character customization system shared across teams and for tuning AI karts to feel more human while supporting different player skill levels.”
Senior Unity Engineer specializing in XR, mobile, and AI avatar experiences
“Unity/C# game engineer from Genies who built the avatar wearable customization system for Silver Studio and supported AI companion features through client-side LLM integrations. Stands out for combining clean architecture, analytics-driven product thinking, and practical optimization work across latency, AI cost controls, and mobile performance.”
Intern software engineer specializing in AI, full-stack, and applied ML
“Backend/ML-focused engineer with experience spanning fintech, sales enablement, and medtech, including a Capital One capstone and a Singapore medtech startup internship. Stands out for owning end-to-end AI/backend systems, from a GenAI sales pitch platform that cut prep time by 50% to an ultrasound-guidance MVP for non-expert operators in a highly ambiguous domain.”
Junior Robotics & ML Engineer specializing in robot learning and simulation
“Robotics engineer with a 2024 internship building an end-to-end software stack for an autonomous humanoid robot that follows natural-language audio commands to make coffee and deliver snacks, including perception (OpenCV), mapping, and ROS Navigation. Also contributing to a robotics foundation model effort by building data preprocessing pipelines using GroundingDINO and SAM2, and has multi-robot coordination experience with algorithms designed to handle real-world communication drops.”
Junior Software Engineer specializing in game development and QA automation
“Early-career technologist with internship experience deploying and fixing production/demo service configurations despite poor documentation, using step-through debugging and prior demo references to restore progress quickly. Also has hands-on IT technician experience diagnosing hardware failures (hard drive damage), recovering files, and replacing drives, plus QA test development in Python for customer-reported bugs and a strong focus on networking (monitoring, IP activity analysis).”
Intern Full-Stack Software Engineer specializing in data pipelines and AI/ML systems
“Software engineer with experience building a Vue.js/TypeScript internal component library (with Jest testing standards) and improving JS runtime performance via profiling, code splitting, and lazy loading. Also led documentation and community support for a Python ML utility library, diagnosing metric-calculation bugs for imbalanced datasets and driving large reductions in support inquiries through targeted docs, tests, and rapid hotfixes in a startup environment.”
Intern Machine Learning & Robotics Engineer specializing in computer vision and SLAM
“Robotics software engineer with hands-on medical robotics experience on an automated CT-guided lung biopsy robot, building a CT-voxel-to-mesh pipeline that generates and visualizes up to 1000 collision-safe needle insertion points and ports them into robot space for IK execution. Strong ROS2 background spanning AprilTag perception, Kalman-filter state estimation, visual SLAM, and Voronoi-based motion planning, plus deployment work containerizing ORB-SLAM on ROS2 Humble and CI/CD automation at Siemens EDA using Perforce.”
Mid-level AI/ML Engineer specializing in robotics perception and AR/VR systems
“AI engineer with robotics perception experience at Forterra, building and deploying moving-object/obstacle detection models into real-time robot pipelines. Addressed training crashes/latency via sub-batch training and optimizer tuning, and improved debugging using ROS/ROS2 tooling with 3D voxel visualization and color-coded validation.”
Senior 3D/XR Software Engineer specializing in automotive interactive applications
“UE5 UI engineer who built a production-ready, modular training/procedure framework with editor tooling so curriculum designers and technical trainers could author content without Unreal expertise. Deep hands-on ownership across C++/Slate/UMG/CommonUI, including MVVM architecture, cross-platform input/navigation, and rigorous UI profiling/debug tooling that can be stripped from shipping builds.”
Senior Game Economy & LiveOps Manager specializing in monetization and progression systems
“Game economy/progression designer for PGA titles who owned equipment and attribute progression plus virtual currency sources/sinks end-to-end. Uses quantitative modeling and telemetry (wallet balances, spending ratios) to tune supply/pricing and hit segment-specific business targets (e.g., conversion and completion-rate goals), and aligns stakeholders via KPI-lift projections and tradeoff-driven presentations.”
Mid-level Software Engineer specializing in autonomous driving simulation and 3D mapping
“Founding software engineer who built an autonomous-vehicle 3D digital twin using Unreal Engine 5 and CARLA, owning core simulator logic (traffic/scenarios/weather) and a ROS 2-based pipeline to record synchronized multi-sensor data (RGB/depth/segmentation/LiDAR/IMU/GPS). Also implemented distributed synchronization patterns (server + client prediction) using FastAPI and WebSockets; seeking roles with H1B transfer and targeting ~$110k.”