Pre-screened and vetted.
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 Unity/Full-Stack Engineer specializing in distributed systems, VR, and AI/LLM integration
“Unity/C# gameplay engineer who has shipped a modular, data-driven combat ability system with strong measurable outcomes (≈80% fewer GC allocations, 15–20% better frame times, 10–12% higher early retention). Also integrated an LLM-driven NPC dialogue/quest hint system with a C#/.NET backend, caching/guardrails, and telemetry-driven iteration, and shipped Photon PUN real-time 4-player co-op plus a shared codebase across Meta Quest VR and iOS/Android.”
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 Game Developer specializing in Unreal, Unity, and WebGL multiplayer systems
Senior Software Engineer specializing in game development and 3D/AR/VR systems
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
Staff Software Engineer specializing in Unity mobile game development
Senior Unity/XR Engineering Manager specializing in real-time interactive and multiplayer experiences
“Unity Technologies engineer with direct Meta subcontract experience shipping Quest titles (Horizon Worlds projects like Super Rumble) and supporting third-party studios. Strong in VR performance optimization and modernization work—porting legacy OVR/older-Unity projects to OpenXR, URP, and hand-tracking inputs. Built a master’s dissertation cross-platform multiplayer FPS spanning Quest VR, PC, and mobile AR using Photon.”
Mid-Level Gameplay Software Engineer specializing in Unreal Engine, Unity, and AR/VR
“Unity/C# gameplay engineer who has shipped both core systems and live multiplayer features, including a modular real-time inventory system that cut crashes by 80% and improved retention. Built an LLM-driven NPC dialogue pipeline with caching, fallbacks, batching, and fine-tuned models, iterating via player feedback and analytics. Shipped a Photon Fusion multiplayer metaverse with rigorous network simulation and CI stress testing, and has VR optimization experience (Meta Quest constraints) on Horizon Worlds.”
Mid-level Robotics & Autonomy Engineer specializing in MPC, RL, and GPU-accelerated optimization
“Robotics software engineer from Ati Motors who brought a Linear MPC approach (based on Kuhne et al.) into production, rebuilding parts of the planning stack to eliminate oscillations and safely double AMR speed from 0.8 m/s to 1.6 m/s. Also delivered an end-to-end point-cloud detection pipeline (PointPillars) including synthetic data generation in Isaac Sim and TensorRT deployment for real-time human/trolley detection, with a strong focus on production reliability via iterative hardening and nightly SIL.”