Vetted Unity Professionals

Pre-screened and vetted.

CR

Senior Unity Developer specializing in VR/MR/XR

Los Angeles, CA
Magnit
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AV

Senior QA Tester specializing in AAA video game testing

Redmond, WA8y exp
Bungie
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MB

Matthew Bousfield

Screened ReferencesStrong rec.

Senior Unity/XR Engineer specializing in VR games, multiplayer, and serious simulations

London, UK8y exp
University of OxfordAbertay University

Unity VR senior developer with ~8 years in VR and ~3 years focused on Meta Quest, building multiplayer training/digital-twin style experiences. Strong Photon (PUN/Fusion) background, including solving tricky networked object attachment/jitter issues via ownership and local-physics strategies. Demonstrated hands-on performance turnarounds in VR scenes using Mesh Baker, LODs, and impostors, plus experience shipping social multiplayer VR activities with Photon Voice.

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Kenny Regan - Senior Composer & Sound Designer specializing in game and TV music in Portland, OR

Kenny Regan

Screened ReferencesStrong rec.

Senior Composer & Sound Designer specializing in game and TV music

Portland, OR8y exp
Kenny Regan Music LLCUSC

Composer/audio editor specializing in longform picture-driven music edits and mixes, with TV credits including the comedy series "Crossing Swords." Experienced blending diegetic jazz with suspenseful orchestral scoring, building seamless transitions with stingers/silence, and using Cubase templates plus iZotope RX-driven dialogue integration for high-retention web/advertising content; based in Portland, OR and seeking remote work around $70k.

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Simon Sikora - Director-level XR/Unity Application Development Manager specializing in training simulators in Warsaw, Poland

Simon Sikora

Screened ReferencesStrong rec.

Director-level XR/Unity Application Development Manager specializing in training simulators

Warsaw, Poland13y exp
AccenturePoznań University of Technology

Unity XR/VR developer with extensive Meta Quest experience who shipped a high-performance Quest 2 training simulation for a major pharmaceutical manufacturer, emphasizing 90 FPS optimization and highly accessible, low-UI interaction design validated by elderly user testing. Built a largely solo VR game end-to-end (assets, UI, audio, optimization, input) and standardized on OpenXR with custom solutions to stay future-proof amid changing VR SDKs; has also served as lead developer and service delivery manager.

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CZ

conghu zhao

Screened ReferencesStrong rec.

Senior Software Developer specializing in AR/VR, computer vision, and mobile graphics

Redmond, WA18y exp
NOMADGODigiPen Institute of Technology

Unity/C# engineer with hands-on experience building cross-platform VR/mobile prototypes at Verizon Labs, including a networked VR cinema and virtual office application. Particularly strong in performance engineering: they describe custom update architecture, shader work, and low-level iOS optimization that enabled 60 FPS while rendering HD video textures and running voice chat simultaneously. They also bring adjacent computer vision integration experience from Nomad-Go, with a practical focus on latency, inference/render separation, and data consistency.

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Vaishnavi Kashyap - Junior Full-Stack Software Engineer specializing in web platforms and sustainability analytics

Vaishnavi Kashyap

Screened ReferencesStrong rec.

Junior Full-Stack Software Engineer specializing in web platforms and sustainability analytics

1y exp
Saint-GobainUniversity of Massachusetts Amherst

Full-stack/backend engineer who owned a production digital assembly planning platform at Saint Gobain end-to-end (React/Node/Postgres), maintaining 99.9% uptime across 5 factory sites and driving a reported 90% improvement in factory-floor coordination. Also built and operated BigQuery + Vertex AI (ARIMA) forecasting/data pipelines processing 1M+ datapoints daily, with strong emphasis on idempotency and data-quality validation to prevent incorrect outputs.

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Miguel Ángel Hoyos Ramírez

Screened ReferencesStrong rec.

Mid-level Unity/XR Developer specializing in AR/VR training and WebAR experiences

Medellín, Colombia5y exp
PublicisCESDE

Unity/OpenXR VR developer who largely solo-built a Cabin Crew Member VR training simulator at Nediar, including custom two-hand interactions and complex UI on grabbable/moving objects. Demonstrates strong Quest performance optimization (Quest 1-focused culling/LOD/texture scaling) and clear knowledge of Meta Quest release requirements (AAB/ARM64, VRC/content compliance, alpha/beta channels and continuous deployment).

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Alexander Meyer - Senior/Lead Game Developer specializing in Unity and cross-platform multiplayer games in Paphos, Cyprus

Alexander Meyer

Screened ReferencesStrong rec.

Senior/Lead Game Developer specializing in Unity and cross-platform multiplayer games

Paphos, Cyprus28y exp
BlockgamesLübeck University of Applied Sciences

Veteran Unity game developer with extensive multiplayer networking experience (Photon PUN2/Quantum/Fusion, Unity Netcode), including work on Payday: Crime War and an in-development arena battler using Invector + PUN2. Also builds cloud backends for Unity titles (Azure/PlayFab/Firebase, SQL, CI/CD) and actively uses multiple AI assistants to speed up architecture and implementation.

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Rachel Downey - Mid-Level Game Designer specializing in systems and economy design in Livermore, California

Rachel Downey

Screened ReferencesStrong rec.

Mid-Level Game Designer specializing in systems and economy design

Livermore, California4y exp
ScopelyFull Sail University

Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.

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Anthony Hernandez - Mid-level Game Designer specializing in systems, balance, and live updates in Los Angeles, CA

Anthony Hernandez

Screened ReferencesStrong rec.

Mid-level Game Designer specializing in systems, balance, and live updates

Los Angeles, CA6y exp
GrabUSC

Game designer currently leading design on a Mario Party-like party game, owning mode design, economy, and meta-progression. Uses playtests and A/B tests to tune fairness-focused systems (e.g., dynamic power-ups accounting for player standing and turn order) and prototypes quickly in UE5 Blueprints. Previously shipped a mixed-reality version of Knockout League’s Knockout Alley mode for a Quest 3-aligned release.

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JL

Julian Lee

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Intern Software Engineer specializing in AI/LLMs and full-stack development

New York, New York1y exp
Highlight.AIUSC

AI/ML infrastructure-focused engineer who has built production RAG systems from scratch (Supabase/pgvector + OpenAI embeddings) and iterated using formal eval metrics to improve retrieval quality. Also debugged real-time audio issues in a LiveKit-based pipeline by correlating packet loss with VAD behavior, and has deep experience building brittle, customer-specific financial platform integrations in Python/Playwright (2FA, redirects, token refresh, rate limits).

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AH

Austin Hobby

Screened

Junior Game Designer specializing in Unreal Engine systems and level design

Orlando, FL
DisneyFull Sail University

Game developer/team lead on the FPS zombie project "Dreadful" who wore many hats (project management, systems/level/UI design, AI assist, QA) and iterated heavily via playtests and heatmap data. Built and tuned UE5 Blueprint-based crowd-control/gravity abilities with cooldowns and actor filtering, and made scope-smart feature swaps by reusing existing systems to hit deadlines.

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Lachlan Hunt - Junior Game Programmer specializing in Unity and Unreal Engine

Lachlan Hunt

Screened

Junior Game Programmer specializing in Unity and Unreal Engine

2y exp
Electronic ArtsAberystwyth University

Solo developer who shipped an Android game (Master Caster) built around touch gesture recognition (P$ algorithm) and data-driven potion/ingredient systems using JSON/dictionaries. Has hands-on experience optimizing Unity projects for mobile constraints (framerate, heat/battery) using techniques directly applicable to VR, and is actively porting the game to VR in Unreal with a focus on accessibility and room/standing/seated play modes.

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Ashley Borges - Senior Solutions Engineer specializing in mobile SDK integrations and AdTech in Alameda, CA

Ashley Borges

Screened

Senior Solutions Engineer specializing in mobile SDK integrations and AdTech

Alameda, CA13y exp
LiftoffRochester Institute of Technology

Customer-facing technical professional with hands-on ad tech experience enabling a non-SDK header-bidding integration by analyzing APIs/SDK behavior, documenting end-to-end requirements, and guiding the customer through release. Strong at tailoring technical demos for mixed executive/engineering audiences and partnering with sales on metrics-driven launches and beta rollouts. No direct on-the-job LLM/agentic systems experience yet, but interested in moving into that space.

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Chad Kilgore - Senior Technical Designer specializing in gameplay systems, tools, and VR/AAA pipelines in Bellevue, WA

Chad Kilgore

Screened

Senior Technical Designer specializing in gameplay systems, tools, and VR/AAA pipelines

Bellevue, WA17y exp
CamouflajIowa State University

Game/technical designer with live-service ownership at Wargaming (World of Tanks) driving KPI-based monthly events and engagement loops via data-informed reward tuning. Recently shipped Batman Arkham Shadow by automating a narrative pipeline that converted script-graph dialogue into a string library, cutting weeks of work down to hours under aggressive deadlines. Experienced rapid prototyping in UE4 (including AI-driven mode logic) and cross-functional alignment practices.

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Anuja Nayak - Junior Software Engineer specializing in distributed systems and reliability in Seattle, WA

Anuja Nayak

Screened

Junior Software Engineer specializing in distributed systems and reliability

Seattle, WA3y exp
OracleArizona State University

Oracle engineer focused on reliability and internal platform tooling, with hands-on experience automating regional traffic failover and building an LLM-assisted incident investigation workflow. Stands out for owning production-impacting systems end-to-end and delivering measurable operational gains, including cutting failover recovery to under five minutes and reducing incident triage from hours to minutes.

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FT

Felix Thiel

Screened

Senior VR/3D Software Engineer specializing in Unity and real-time graphics

9y exp
3D Repo LTDUCL

Unity/VR developer and PhD researcher who served as lead developer on a clinical VR application (VheaRts) used by surgeons at Great Ormond Street Hospital, taking over a messy codebase and rebuilding its architecture, documentation, and extensibility. Also built research-focused Unity VR experiments (e.g., change blindness in a dynamic living room) with sophisticated logic to control participant attention while monitoring physiological cues.

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DR

Senior Unity Developer specializing in mobile game systems, performance, and live ops

Belgrade, Serbia9y exp
MY.GAMESBashkir State University

Unity/C# mobile game engineer based in Belgrade who has owned and shipped complex meta-systems (shop/battle pass/tournaments) and real-time PvP using Photon, with a strong focus on performance (profiling, memory/GC, draw calls) and live stability. Notably handled a China launch by abstracting regional SDKs behind DI-based interfaces and using Addressables for localized assets, keeping the global codebase clean while maintaining high performance.

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Kyle Holmquist - Senior Gameplay Engineer specializing in Unity/Unreal gameplay, AI, and narrative systems

Senior Gameplay Engineer specializing in Unity/Unreal gameplay, AI, and narrative systems

11y exp
Electronic ArtsCal State Chico

Game developer with 13 years in the games industry who built a Unity VR feature using machine learning to recognize player-drawn spell symbols, training an accurate neural network from an existing dataset and solving tricky screen-space/world-space input constraints. Actively uses AI assistants for targeted code snippets and code review while emphasizing understanding over "vibe coding," and is interested in expanding into multiplayer/networking.

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Szymon Kościelniak - Senior Unity Developer specializing in mobile and VR/PC games in Warsaw, Poland

Senior Unity Developer specializing in mobile and VR/PC games

Warsaw, Poland7y exp
Reality GamesWest Pomeranian University of Technology

Unity gameplay engineer from Moonactive who rewrote the gameplay engine for ZenMatch, maintaining two engines in parallel via a separation layer to improve robustness/scalability and make new content easier to ship. Also implemented multiplayer for a client prototype using the Onion networking framework and is familiar with Photon Fusion concepts.

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Austin Patten - Senior Unity Engineer specializing in mobile games and interactive apps in Erie, CO

Austin Patten

Screened

Senior Unity Engineer specializing in mobile games and interactive apps

Erie, CO13y exp
PeopleFunUniversity of North Texas

Lead engineer at PeopleFun who owned a data-driven limited-time event system for Wordscapes Search, using Addressables and asset bundles to ship new live content without app updates. Their work was tied to improved retention and stronger player engagement, and they also bring pragmatic AI-assisted development practices plus early VR/Meta Quest prototyping experience.

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ID

Idhant Dabral

Screened

Junior Gameplay Programmer specializing in Unreal Engine C++ and FPS/VR mechanics

Newcastle upon Tyne, United Kingdom3y exp
Newcastle UniversityNewcastle University

Unity VR game programmer with professional experience shipping a VR experience targeting Meta Quest and SteamVR, including prior VR tech QA experience at Rockstar. Served as the only core tech programmer on a team, owning physics/player controller/gameflow while building designer-friendly workflows so non-coders could create content. Also built a largely solo FPS project (Project Alpha) and later evolved it into a multiplayer game with a data-driven weapon system.

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DS

Principal Unity/C# Developer specializing in mobile and live-service games

London, UK14y exp
Dream Reality InteractiveDurham University

Unity gameplay developer who led implementation of an airport scene for Duplo Town (children’s physics/exploration game), adding multiple unspecced interactions that significantly increased polish and playfulness and delighted testers/clients. Principal/lead-level engineer with strong sprint planning and impact-vs-effort prioritization, plus experience designing asynchronous client-server interactions and state management (aware of Photon-style real-time multiplayer sync).

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