Pre-screened and vetted.
Mid-level UX/Product Designer specializing in XR, IoT dashboards, and interactive prototyping
“UI/UX designer with engineering fluency who has built complex AR spatial experiences for manufacturing metrology at Hexagon—designing guided 3D measurement/validation workflows overlaid on real-world parts and backed by cloud data. Also shipped an IoT monitoring dashboard at WinWinLabs, leveraging research with 20+ users and component-based design systems, and prototypes in Unity/web to validate usability with measurable performance metrics.”
Senior Software Engineer specializing in AI/ML and cloud-native microservices
“Backend/platform engineer with production experience building a Python SDK over a microservices ecosystem, emphasizing reliability (JWT auth, retries/timeouts, custom exceptions) and integration testing. Has delivered AWS EKS microservices with Jenkins+Helm CI/CD, strong secrets/config separation using AWS Secrets Manager, and set up Datadog APM/deployment/change monitoring. Also modernized legacy VB applications to C#/.NET WPF via incremental migration with parity testing and stakeholder sign-off.”
Intern Robotics & Autonomous Driving Engineer specializing in ROS and computer vision
“Robotics software engineer with multi-robot perception and ROS integration experience, including work on CoLoc-Net improving global visual descriptors (DINOv2-SALAD style) and training a metric head for scale-aware 3D pose/odometry with a UKF backend. Built a ROS node/GUI to synchronize monocular vision and radar outputs at ITRI, and independently created a custom camera driver to enable reliable image sharing across AgileX Limo robots under real hardware constraints.”
“Unity VR programmer with multiple shipped Meta Quest titles (including Lead Programmer on Infinite Inside), spanning core architecture, interactions, Addressables, and localization. Also independently designed/programmed/directed the commercial Steam release Zellige: The Tilemaker of Granada, managing a 10-person team and earning positive coverage from Rock Paper Shotgun.”
Mid-level Gameplay Programmer specializing in AAA and VR narrative games
“Unity developer with hands-on Meta Quest VR experience from a funded prototype for Meta, including on-headset testing, custom debugging tools, interaction-heavy mechanics, and performance optimization. Recently served as the sole developer on a multiplayer card-game-inspired Unity prototype, delivering a playable demo in ~2 months with extensible ScriptableObject-driven systems and an abilities framework.”
Senior Unity Developer specializing in multiplayer gameplay and cross-platform systems
“Senior gameplay/core systems Unity programmer with hyper-casual mobile experience (Neon Play with Voodoo analytics partnership) and shipped F2P engagement mechanics like battle passes and reward/store loops. Built an optimized networked physics replication layer in Unity (compression, batching, interpolation/prediction) leveraging Jobs/Burst for scale, and has collaborated closely with designers, audio (FMOD), and international art teams on projects including Southfield and the Gorillaz Kong project.”
Senior Unity/XR Developer specializing in AR/VR and AWS-backed real-time experiences
“Unity XR developer who has shipped multiple Meta Quest apps, including an NHS medical training VR simulation where realistic, consultant-validated interaction mechanics and highly configurable systems were critical. Also built and shipped a solo indie AR product ("Eugene's AR Wiki") end-to-end, supporting a wide range of iOS/Android devices and incorporating analytics, interactive content, and engagement features like word games and face filters.”
Principal Gameplay Designer/Programmer specializing in FPS/TPS systems and AI
“Long-time Call of Duty mod/game-mode creator (Call of Duty Frontlines/Rio) who designed 40+ gametypes, including “Swarm” later released officially as MW3’s Team Defender. Known for deep tuning/balance iteration and for overcoming engine constraints (e.g., expanding limited model slots via load-time model merging to ship large amounts of new weapons/vehicles/enemies). Currently building an UE5 game (Comando Rio) on Lyra, implementing custom audio systems and camera/movement features, collaborating with Gooseman (Counter-Strike creator).”
Junior XR/Game Developer specializing in cultural heritage and virtual museum experiences
“XR/AR Unity developer who has overseen ~4 XR projects including shipping on Meta Quest, a HoloLens mixed-reality archaeology experience, and a collaborative 3D model exploration POC. Strong track record of aggressive performance optimization (custom shaders, profiling, draw-call reduction) and user-testing with domain experts; also experimented with ONNX-based procedural content generation and built a solo AR Tower of Hanoi game using AR Foundation (with a WebXR extension).”
Mid-level Video Game Producer with QA and game engine (Unity/Unreal) background
“Core QA team member at 2K Madrid who supported AAA titles including The Quarry, WWE 2K22, and NBA 2K22. Specialized in high-risk online/co-op testing (multi-device, parallel playthroughs) and complex narrative decision-tree validation, while acting as a key communication bridge across QA teams in China and the US using Jira/Confluence/Kanban.”
Mid-level XR Developer specializing in real-time WebXR/Unreal/Unity systems
“UE5 Blueprint-focused gameplay/system designer who shipped an XR interactive experience (“Echoes of the Moon”), owning interaction logic, progression triggers, state management, and animation syncing through ship. Emphasizes modular component-based architecture with interfaces and data-table-driven tuning, plus strong profiling/optimization skills (refactoring Tick-heavy systems to event-driven) validated through 20–30 user playtests and mobile XR (Android) frame-budget constraints.”
Senior 3D Generalist and Motion Designer specializing in game engines and pipeline optimization
“Real-time VFX/shader and Unity integration specialist with experience shipping for VR and mobile hardware, including a Samsung VR product featuring a dynamic, speech-reactive character animation system. Strong focus on performance (70–90 FPS) through shader/texture optimization and hands-on tuning of Unity blend trees and animation transitions to eliminate popping and timing issues.”
Senior Unity Developer specializing in mobile, VR, and AR games
“Unity/C# developer focused on Meta Quest VR simulations and indie game development; built a factory onboarding VR experience largely solo, including modular scenario orchestration, interaction systems, and branching NPC dialogue. Also created multiple Unity games in the last year and built reusable internal packages (game management + UI/screens), while using an AI-driven pipeline for rapid prototyping and 3D asset generation.”
Senior Unity 3D Developer specializing in mobile games, AR/VR, and architecture
“Unity gameplay engineer with experience across multiple genres (city builders, match-3, RTS) including implementing an open-world isometric fog-of-war system optimized via chunking and multithreading. Has shipped multiplayer features using Photon/UNet and has dealt with real-time synchronization/ownership conflicts, and also applies AI automation to speed up code reviews and improve Jira/merge request workflows.”
Senior Software Engineer specializing in Unity game development and .NET/C++ systems
“Unity game developer with eye-tracking SDK experience (Tobii) who shipped a gaze-driven Dynamic Light Adaptation feature by modifying Unity shaders and post-processing, demonstrated via an FPS demo scene. Currently building a multiplayer card game client using an in-house, event-driven networking architecture and actively improving resilience to reconnect/lag edge cases.”
Senior Unity Game Developer specializing in mobile and multiplayer games
“Unity game developer with hands-on experience balancing "natural" physics feel with controlled outcomes in a Plinko-style game, plus multiplayer networking work using Photon (Fusion prototype and PUN) including bots and host migration. Also builds custom Unity editor tools to automate ScriptableObject workflows and to trace event/variable usage across scenes with direct navigation to components and code.”
“Self-taught Unity developer who implemented multiplayer using Photon PUN, replacing a custom PHP request-based approach and improving stability (especially around accidental disconnects). Learns new networking frameworks quickly (reported ~2 weeks to pick up and implement PUN) and uses AI selectively to identify better library-driven solutions.”
Mid-level Data Scientist and Game Tech Leader specializing in ML, healthcare analytics, and Unity
“Data scientist at Cleveland Clinic Taussig Cancer Institute who led a production automation to convert unstructured (and sometimes image-based) pathology reports into structured data for government reporting. Built an on-prem LangGraph + Ollama pipeline with OCR (Tesseract), spell-checking, confidence scoring, and human-audited guardrails to mitigate hallucinations and improve reliability under PHI constraints.”
Mid-level Game Designer specializing in narrative design and AR/VR game development
“Game designer with hands-on UE5 Blueprint prototyping experience who built AR and VR gameplay systems end-to-end. Designed an AR dog-training game with daily-care progression and an AR heart-collection currency system, iterating via playtests to improve onboarding, spacing/balancing, and engagement; also implemented NPC interactions and minigames in a VR classroom simulator prototype.”
Mid-level UI/Game Developer specializing in cross-platform game UI systems
“UE5 gameplay scripter who built a player-facing skill tree for a third-person shooter end-to-end (icons in Illustrator, UI animations, Blueprint behaviors, HLSL shader effects) and migrated the system from Data Assets to Data Tables to improve maintainability and designer-friendly balancing. Also implemented modular weapon logic via base classes, playtest-driven tuning, and refactored broken UI flows into a centralized UI manager with QA-focused debug unlock flags.”
Senior QA Analyst specializing in video game LiveOps and release quality
“Game QA professional with ~5 years experience spanning ed-tech games (Osmo) and a Lead QA role at Gala Games, working on large-scale multiplayer/live-update projects with AAA-like production rigor. Strong in proactive QA involvement from feature kickoff through release, owning multiplayer sync/persistence and exploit risks, and known for detailed Jira reporting with video/log evidence plus rigorous verification and regression practices.”
Senior Game Designer specializing in F2P mobile systems, live ops, and game economy
“Game economy/product designer with hands-on experience tuning F2P word/puzzle games (Crossword Jam, Word Trip). Introduced internal currencies and wallet-based reward personalization to control coin inflation and protect IAP/rewarded ads performance, backed by Google Sheets modeling, cohort analysis, and competitor benchmarking (Royal Match, Wordscapes). Based in Santa Clara, CA and prefers remote work with occasional travel.”
Junior Software Engineer specializing in cloud, DevOps, and applied AI security
“Founding engineer who built a multi-tenant AWS backend from scratch focused on ultra-fast, configuration-driven client onboarding and low operational cost. Automated tenant provisioning/deployments with Terraform + GitHub Actions (new client infra in ~13 minutes) and scaled to 62 production clients handling ~75k requests/day without a major rewrite. Hands-on with migrations (DynamoDB->MongoDB), reliability/observability, and performance tuning (indexes, Redis, queueing, connection management).”
Mid-level Product Designer specializing in AI agent UX and B2B SaaS platforms
“Product designer at Felixphere working on a pivot from a SaaS marketplace to a SaaS management platform, designing end-to-end SaaS integrations and an AI concierge/agent experience. Drove a strategic shift from complex custom connectors to standardized connectors through user research and prototyping, aligning executives and reducing development effort; also shipped user-informed features like a contract/payment calendar to reduce operational friction for customers.”