Pre-screened and vetted.
Mid-level QA Functional Tester specializing in AAA video game testing
Senior Game Producer & Game Designer specializing in cross-platform mobile and VR titles
Junior Software Engineer specializing in distributed systems and AI automation
“Backend engineer/technical lead with experience building and operating real-time blockchain analytics systems at Merkle Science. Owned high-traffic Django/DRF services and Kafka streaming pipelines processing millions of events daily, with deep focus on performance (N+1 fixes, indexing, caching) and reliability (DLQs, retries, monitoring). Also led containerization and Kubernetes/GitOps-style CI/CD on Google Cloud, including a migration off Google App Engine to reduce cost and improve scalability.”
Mid-Level Software Engineer specializing in iOS and full-stack development
“Cross-platform (web + mobile) product engineer working on coupon clipping experiences. Built and shipped category-based filtering informed by external market data (Rakuten/Honey) and internal user-journey analytics, validated via A/B testing and resulting in a 30% traffic lift. Experienced handling on-call production incidents, including rapid root-cause analysis and hotfixing a mobile crash that was blocking a release.”
Mid-level Full-Stack Developer specializing in web apps, APIs, and React/TypeScript
“Frontend engineer who has led React + TypeScript products end-to-end, emphasizing scalable architecture (custom hooks, compound components) and quality via strict typing, CI, and code review standards. Experienced shipping complex multi-step workflows with strong performance practices (virtualization, code splitting, RUM) and de-risked rollouts using feature flags, monitoring, and rapid iteration in collaboration with product/design.”
Senior Software Engineer specializing in 3D simulation, digital twins, and robotics
“UK-based Unity developer who built a 3D simulation/digital-twin platform for an autonomous-vehicle startup, integrating Unity environments with external robotics stacks, web APIs, virtual sensing, and dynamic traffic systems. Interested in moving into VR, though has not shipped VR/Meta Quest titles yet.”
Mid-level Machine Learning & Full-Stack Engineer specializing in GenAI platforms
“LLM/agent builder who has shipped production AI systems in the wellness space, including an LLM-powered food tracking product used by 5000+ users and a voice/call-routing onboarding workflow using LangGraph/LangChain with LiveKit and Twilio. Strong focus on practical reliability work: latency reduction, retrieval/embedding tuning, and CI-driven evaluation with simulations and metrics.”
Mid-level Gameplay AI Engineer specializing in Unreal Engine
“UE5 gameplay/system designer with an engineering background who has shipped player-facing systems including an enemy weak-point feature (with replication and performance fixes) and a modular spectator minigame framework for Killer Klowns from Outer Space: The Game. Also implemented lobby mode and disconnect team-balancing (AI backfill) for Ghostbusters: Spirits Unleashed, leveraging profiling/debug tooling and cross-discipline collaboration to get features to shipping quality.”
Senior Game Developer specializing in VR and multiplatform Unity titles
“Unity developer with experience shipping on Meta Quest, tackling VR constraints through disciplined shader/particle usage and a custom rendering approach that only draws visible quads. Builds systems with cross-platform portability in mind via abstraction layers (input/networking/UI) and is currently developing a 2D visual novel/strategy prototype emphasizing decoupled architecture and ScriptableObject-driven events.”
Mid-level Game Developer specializing in technical animation and Unreal Engine 5
“Gameplay animation/technical animator with Borderlands 4 experience, owning UE5 Animation Blueprint systems end-to-end (including a 3D flight AnimGraph for the "Witness" drone). Built procedural "Gestalt" NPC faces by layering authored facial poses for near-infinite variation, and improved runtime performance via thread-safe AnimBP function isolation while actively bridging animator/engineer collaboration in Unreal.”
Entry-Level Game Developer specializing in Unreal Engine gameplay systems
“Junior Unreal Engine developer who owned end-to-end UI implementation for a UE5 horror-game vertical slice, building production-minded subtitle and interaction UI with responsive UMG layouts and polished transitions. Demonstrates strong UI architecture instincts (MVVM-style separation, layered screen ownership, cross-input focus behavior) and uses Unreal profiling tools to diagnose and reduce redundant UMG updates.”
Senior Unity/XR Engineer specializing in mobile, VR and multiplayer game development
“Unity XR engineer from FitXR who architected a session-based gameplay framework powering workouts across single-player and synchronous multiplayer on multiple headsets (Meta/Pico/OpenXR/Android XR). Deep focus on deterministic authoritative state, bandwidth-aware networking, and VR performance optimization (Quest 1+) with live content delivery via Addressables and production hotfixes.”
“Senior Unity UI/UX developer who led XR interaction design for a VR meetings/events platform (VRChat/Horizons-like), including a modular radial menu that served as the app’s primary control system. Also built a Pokemon Go-style Unity AR experience for a major shopping centre end-to-end, tackling real-world marker scanning challenges (lighting, reflections, installation) through iterative prototyping and testing.”
Senior Unity Developer specializing in mobile games, VR/AR, and SDK/tooling
“Senior Unity developer with deep systems experience spanning LiveOps architecture and multiplayer. Built a data-driven LiveOps event platform that scaled to overlapping, progression-gated events controlled via backend config, plus shipped a Photon-based VR multiplayer showroom supported on-site at a live exhibition. Also implemented server-authoritative social multiplayer (Catan-like trading) using SignalR/MessagePack with strong focus on determinism, fairness, and performance.”
Mid-Level Full-Stack Software Engineer specializing in web apps, data pipelines, and ML
“Software engineer who owned an Order Management System end-to-end at Reliance Jio, improving large-table performance via UI virtualization shipped behind feature flags and refined through direct ops-user observation. Also built an OCR automation tool at Piramal Realty using Python/Tesseract with validation and manual correction fallbacks, driving adoption by operations teams. Experienced integrating with Kafka-based microservices and improving observability using structured logging and correlation IDs.”
Mid-level Financial/Data Analyst specializing in analytics, forecasting, and healthcare/MarTech data
“Growth/creative marketer from Esleydunn Games who uses Google Analytics to integrate cross-channel performance data (TikTok, YouTube, LinkedIn, Facebook) and run structured A/B tests on video ad length and layout. Reported reducing CPA by 20 per customer when leveraging YouTube and TikTok, and improved CTR through CTA/button placement testing and ongoing user-feedback loops (forum/WeChat topics).”
“Game QA tester with experience on multiple commercial (non-AAA) titles including Amateur Surgeon 4 (separate iOS/Android test plans), Desync, and Rick and Morty VR. Focuses on gameplay/performance risks and is known for clear, visual bug reporting (screenshots and hand-drawn visuals) to help teams reproduce and understand issues; worked in a structured QA org where supervisors handled developer-facing verification tracking.”
Junior Computer Science Engineer specializing in AI-driven game dialogue systems
“Unity generalist who has shipped a solo VR tangram game for Meta Quest, handling everything from asset art to mechanics and multi-level logic. Built an original 2D top-down pixel-art game (“Mental Twist”) combining campus exploration with puzzle-based courses and a time/HP/XP-driven progression and grading system; prefers structured production environments and is currently seeking a 9-to-5 schedule.”
Staff Unity XR Software Engineer specializing in VR surgical training and haptics
“Unity/VR developer with hands-on experience integrating Pupil Labs eye tracking on HTC Vive to make VR interactions and diegetic UI feel more natural, including building calibration directly into the app for different users. Developed multi-user applications at Fundamental VR using Photon PUN 2 for cross-platform networking, and leverages AI tools for debugging/optimization and GitHub Actions CI/CD pipeline troubleshooting.”
Entry-Level Game Designer & Gameplay Programmer specializing in Unity and Unreal Engine 5
“Game designer with hands-on experience shipping and tuning a branching memory-deletion narrative system in Unity (Echoes of Memory), focused on creating emotional tension through meaningful player choice. Also builds and iterates cooperative level layouts in Unreal Engine 5 with ~1-week idea-to-playtest cycles, collaborating closely with teammates on Blueprint implementation.”
Mid-Level Level Designer specializing in Unreal Engine and multiplayer arenas
“UK-based level/game mode designer who shipped Sniper Elite VR: Winter Warrior, owning multiple campaign missions and the Sniper Duel mode end-to-end. Strong Unreal Engine 5 Blueprint prototyping (built a playable 4v4 King-of-the-Hill mode with dynamic spawns in about a week) and experienced in VR performance tradeoffs for Oculus Quest while collaborating closely with engineering.”
Mid-level Software Engineer specializing in game development and web/mobile apps
“Gameplay engineer who also contributes to game design, currently building a motion-based horror game with educational riddle mechanics (animal/sea-creature learning via in-room info tablets). Has shipped/implemented stealth gameplay systems including power-ups (notably an invisibility mechanic) and iterated features through internal cross-discipline playtests, documentation, and Figma-driven inventory system alignment.”
Mid-Level Game Designer specializing in live ops and content design
“Game/content designer with experience at EA and on a mobile title (Ultimate Fishing), owning PvP mode UX/gameplay improvements and building UE5 Blueprint systems (state machine + modular weapon/ability architecture) to support multi-developer teams. Also designed College Football 2025/2026 challenge content grounded in real football culture and research, improved broken data-driven toolsets via spreadsheet formula work, and partnered with economy to rebalance rewards by rapidly shipping additional challenges.”
Senior Game Designer specializing in gameplay systems, progression, and prototyping
“Game designer with shipped experience creating and tuning alternative modes for a beer-pong-inspired title (Bounce Shot), including convention playtests that turned modes into fan favorites and sparked community-run tournaments. Also contributed to late-game retention improvements on Deer Hunter 2014 by increasing mission variety through themed animal randomization, generating organic buzz across forums and social channels. Prototypes quickly in UE5 Blueprints and writes implementation-ready mode specs with UX/animation/economy considerations.”