Pre-screened and vetted.
Senior Unity Developer specializing in mobile and VR/PC games
“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.”
Senior Unity Engineer specializing in mobile games and interactive apps
“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.”
Mid-level Software Engineer specializing in applied AI and full-stack systems
“AI-focused full-stack product builder from Verizon Applied Research who has shipped internal tools spanning API documentation governance, patent exploration agents, and prompt optimization. Particularly strong at turning unreliable or opaque LLM behavior into structured, trustworthy product workflows that enterprise users can actually adopt.”
Mid-level Solutions Engineer specializing in AI, cloud, and enterprise automation
“Early-career solutions engineer with experience spanning Dell Technologies and insurance operations, combining enterprise hybrid cloud pre-sales exposure with hands-on AI and API integration work. Completed a master's at Illinois Institute of Technology while building customer-facing experience in technical discovery, POCs, security/compliance discussions, and workflow automation.”
Junior Gameplay Programmer specializing in Unreal Engine C++ and FPS/VR mechanics
“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.”
Principal Unity/C# Developer specializing in mobile and live-service games
“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).”
Junior Software Engineer specializing in AI, computer vision, and medical imaging
“Unity developer with deep GPU compute experience who shipped a web-deployed CAD-style app requiring real-time mesh manipulation, solving performance and browser memory-limit issues via compute shaders and mesh chunking. Built an independent Unity gravity simulation using Schwarzschild approximation and geodesic integration, and has also worked on game-engine threading/job-queue architecture using AI-assisted workflows.”
Intern Mechanical/Human Factors Engineer specializing in human-centered product design
“Product/UX designer with academic HCI experience (CMU HCII) and Tufts coursework who has built research-driven products ranging from a fiber-focused community wellness app to a VR emotion-inducing gamified experience. Also completed a product design internship at a stealth consumer robotics startup in the beauty industry, conducting in-salon field research and prototyping human touchpoints, and has led a website team bridging UX and engineering with hands-on coding knowledge.”
Senior Unity Developer specializing in mobile game development and AR/VR
“Unity game developer who built a "constraint-driven match resolution" card-game system that encouraged players to think 1–2 moves ahead while keeping interactions as simple as UNO-style matching; reported longer player sessions and positive feedback. Has used Photon to implement most online features in games and leverages AI tools for code writing to boost productivity.”
Senior Game Designer specializing in live-service systems and multiplayer
“Game designer from Turn 10 Studios who owned major Forza Motorsport multiplayer features end-to-end, including a refreshed competitive multiplayer mode built for live service (skill/safety ratings, rotating events, telemetry-driven tuning) and the post-launch return of Public Meetups shipped for the 20th Anniversary update under proprietary-engine/UI constraints. Also builds UE5 Blueprint prototypes (third-person action-adventure) with animation blueprints and data-table-driven randomized loot systems.”
Mid-level QA Tester specializing in video game testing and bug management
“Game designer with shipped experience on MLB The Show 20 (Road to the Show mode) and Call of Duty: Modern Warfare II (2019) campaign NVG feature, with a focus on progression tuning and realism/authenticity constraints. Currently building an Unreal Engine 5 game using Blueprints for level/VFX/interactions and C++ for scripting, iterating on exploration features like entering buildings.”
Mid-Level Backend Software Engineer specializing in Financial Services
“Frontend engineer focused on React/TypeScript dashboards and end-to-end product delivery, including RBAC with JWT, Redux-based session persistence, and a centralized API layer with token injection. Has experience with real-time MongoDB-backed updates (shared across web and mobile) and has solved production-impacting issues like timezone inconsistencies using date-fns/UTC conversions, backed by Jest + manual QA and rollback-driven release practices.”
Senior Game Economy Designer specializing in live-ops economies and monetization systems
“Game economy designer with experience on live F2P mobile titles including Jurassic World: The Game and Ubisoft’s NFL Primetime Fantasy. Built and tuned virtual currency/market systems end-to-end, using Excel simulations and analytics dashboards to forecast progression, prevent inflation, and iteratively improve engagement, retention, and player satisfaction in live ops contexts. Based in Montreal (East Coast) and seeking ~80k CAD; not able to relocate to the Pacific.”
“Unity/gameplay engineer (Playtika) who built a state-machine/ECS-driven slot/bonus engine in a client-server setup, focusing on consistent outcomes under latency and highly engaging reward sequences. Also implemented server-authoritative real-time challenges/contests via an event-driven messaging system (SignalR-like) across iOS/Android/WebGL/UWP, and validates impact through retention/session/engagement analytics.”
Senior Unity Developer specializing in live mobile games and engine systems
“Game developer with hands-on ownership of major Unity/C# systems for Subway Surfers, including an Addressables migration and live game modes that became the most played in the title’s history. He ties feature work to business outcomes, citing major retention gains and a 3-4x revenue spike during a key anniversary event, and is now extending his work into AI-assisted live ops pipelines using LangChain and LLMs.”
Mid-level Unity/XR Developer specializing in educational VR and accessibility
“Unity/C# developer from an educational live-service product who spent 5 years shipping across desktop, VR, and mobile while building systems spanning localization, multiplayer, AI-driven avatar experiences, and accessibility. Particularly notable for owning a Lokalise-to-Unity I2 localization backend still in use today and helping lead a major Photon PUN to Fusion migration.”
Junior AI Software Engineer specializing in LLMs, RAG, and agent workflows
“Backend/ML-leaning engineer who built a content-based event recommender for FlowMingle using embeddings + HNSW vector search on Google Cloud, with Firebase as the backend and a managed recommendation lifecycle (15 recs/user, daily async generation, weekly deletion) now serving 1500+ users. Also led a cost-driven migration of ConvAI services to Azure AI using parallel request testing from a Unity client, with post-migration monitoring via logs and model evals; contributed to a Massachusetts law-enforcement conversation analysis system by expanding ingestion to PDF/TXT/Excel and multi-file inputs.”
Senior Digital Designer specializing in game UI, animation, and performance marketing creatives
“Marketing designer for a game creating weekly promotional wall posts, static ads, and lightweight videos. Uses After Effects templates and CapCut for fast turnaround, iterating from art director briefs and competitor research to produce variations of top-performing ad concepts.”
Senior Game Developer specializing in Unity, gameplay systems, and blockchain features
“Unity/C# gameplay engineer who has owned and shipped modular progression/rewards/inventory systems, including a separated blockchain integration layer that drove higher engagement while keeping performance stable at scale. Also implemented AI behaviors with Unity ML-Agents using a training/inference separation approach, and has hands-on experience debugging platform-specific state issues during console certification across multiple shipped platforms (mobile/console/PC/WebGL).”
Mid Software Engineer specializing in backend systems, AI, and FinTech
“Backend engineer with experience at HSBC and Machinations who has delivered major production performance wins (cutting large trade-file upload times from ~13–15s to ~2s) using chunked parallel processing with strong reliability controls. Also built and shipped an applied AI RAG workflow using Langflow + Cohere embeddings + FAISS with hosted/local LLM fallbacks (Hugging Face, Ollama) and production-grade guardrails, observability, and evaluation.”
“Unity lead game developer who shipped two games to Steam for Windows and ported them to Android. Hands-on with gameplay mechanics plus coordinating freelance model/animation work and integrating assets into the game, and uses AI tools to speed up debugging and navigating large codebases.”
Senior Game Designer specializing in game economy, progression, and data-driven systems
“Game economy/progression designer with live-ops experience across MMO, CCG, and F2P strategy titles (ROSE Online, Vega Conflict/KIXEYE). Known for data-driven tuning of loot, currencies, and monetization—e.g., removing a low-performing pay gate drove ~14% DAU lift and improved revenue, and built premium-currency models using real player telemetry to support an ad-to-IAP transition.”
Senior Unity Developer specializing in AR/VR simulations and interactive 3D experiences
“Unity/C# developer with hands-on ownership of a core, sample-accurate audio looping system for an audio-driven game, including syncing multiple tracks and driving character animations from audio events. Also has mocap animation cleanup/blending experience, broad exposure to multiplayer stacks (Photon/Mirror/Unity Netcode/gRPC), and is currently exploring local/on-device LLM gameplay integration with a focus on designing around latency.”