Pre-screened and vetted.
Senior UI & Gameplay Engineer specializing in Unreal Engine and multiplayer systems
Engineering leader specializing in data platforms and distributed systems
Junior AI Engineer specializing in LLM systems, RAG, and full-stack automation
“Built and deployed an AI receptionist product for field-service businesses (HVAC/electrician), including real-time Jobber scheduling integrations and Twilio-based calling. Combines hands-on customer/operator shadowing with strong production engineering (queueing to handle API limits, rigorous testing/mocking, mirrored prod environment) and cross-layer troubleshooting, driving user adoption through review/override workflows.”
Executive Unity/XR Engineer specializing in real-time mocap and volumetric streaming
“Technical Director/Unity Lead who has shipped multiple Meta Quest immersive experiences and built custom Unity editor tooling to solve content-heavy pipeline constraints, enabling artists to push content directly into a Unity sandbox. Also prototyped a Unity restaurant simulation where an LLM drives NPC reasoning and state machines, using RAG and memory augmentation to reduce hallucinations and stuck behaviors.”
Junior Back-End Software Engineer specializing in Go/C++ and large-scale messaging systems
Mid-level Game Designer specializing in VR cinematic and technical narrative systems
Mid-level Computer Vision Engineer specializing in robotics perception and mapping
Senior FX Technical Director / Pipeline TD specializing in Houdini, Unreal, and real-time VFX
Staff-level Software Engineer specializing in Unity game development and AI integration
Senior QA & Release Engineer specializing in console, PC, and VR game testing
Director of AI/ML Engineering specializing in MLOps, data platforms, and 3D computer vision
“Backend/data engineer focused on production ML/LLM systems: built a real-time FastAPI inference API on Kubernetes with strong reliability patterns (timeouts, idempotent retries, centralized error handling). Delivered AWS platforms using EKS + Lambda with GitHub Actions/Helm CI/CD and built Glue-based ETL from S3/Kafka into Snowflake with schema evolution and data-quality controls; also modernized legacy analytics/recommendation workflows into Python services with safe, feature-flagged cutovers.”
Senior Cloud Infrastructure Architect specializing in multi-cloud, DevOps, and AI/ML platforms
“Engineering leader (Director of Development) with hands-on cloud and product experience who builds business-aligned technology roadmaps and scales teams. Delivered an enterprise cloud-migration enabler at UHG by implementing AD authentication and Terraform-based IaC for custom VM images while meeting 90-day InfoSec patch/rotation requirements, and drove a 20% lift in user consumption/retention by designing an interactive branded media portal experience for Sunkist.”
Mid-level Technical Game Designer specializing in systems and weapon gameplay
“UE5 gameplay scripter/engineer who worked on player-facing weapon systems for Perfect Dark, owning Blueprint-driven state management, projectiles/damage, and player feedback with a strong focus on edge-case polish and responsiveness. Experienced in modular Blueprint architecture (inheritance-based) for scalable content, playtest/analytics-driven iteration, and performance optimization of gameplay loops (e.g., reducing runtime NPC tracking for a disguise gadget).”
Mid-level Software Engineer specializing in Windows graphics performance and cloud automation
“Graphics software engineer with academic robotics/HRI experience at Oregon State University under Dr. Heather Knight, leading a ROS+Python physical robot and Unity/C# VR system to study how motion/texture/collisions are perceived in VR (2 papers + thesis). Also built ROS-based Wizard-of-Oz TurtleBot study systems and multi-robot coordination experiments, plus industry experience with Docker/Kubeflow ML tooling and Azure DevOps CI/CD automation.”
Junior Embedded/Robotics Engineer specializing in AI diagnostics, simulation, and real-time control
Senior Game Designer specializing in combat, AI/NPC design, and Unreal Engine
“Gameplay systems designer/engineer with shipped experience across mobile RPG and co-op/AAA shooters, including full ownership of an in-game economy and multiple end-to-end gameplay systems. Strong in data-driven Unreal (C++ + Blueprints) workflows, building flexible subsystems and using simulation/telemetry (Excel/VBA, metrics tools) to tune progression, monetization, and encounter balance.”
Senior Software Engineer specializing in game development and AR/VR infrastructure
Mid-level Design Engineer specializing in product UI/UX, visual systems, and motion
Senior Unity Engineer specializing in VR and multiplayer game development
Senior QA / Quality Engineering Lead specializing in mobile, AR, and monetization flows
Senior Unity Engineer specializing in multiplayer networking, VR, and mobile games
Senior QA Engineer specializing in AR/VR, 3D pipelines, and performance testing