Vetted Unity Professionals

Pre-screened and vetted.

Tashkeel Shah - Senior Technical Artist specializing in real-time XR performance and rendering systems

Tashkeel Shah

Screened ReferencesStrong rec.

Senior Technical Artist specializing in real-time XR performance and rendering systems

10y exp
Wave XRUniversity of Texas at Dallas

UE5 gameplay/tech designer focused on VR and performance, with shipped systems spanning networked energy-driven Niagara VFX for a mobile VR live-concert MMO and an end-to-end performer avatar builder supporting editor/runtime and JSON-serialized UGC workflows. Known for deep profiling/debugging (Unreal Insights, Niagara CPU vs GPU emitter behavior) and for refactoring/optimizing animation and rendering across PC and mobile VR constraints.

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Mohan Pushadapu - Mid-level Mechatronics Engineer specializing in robotics, embedded firmware, and autonomous systems in Baltimore, MD

Mohan Pushadapu

Screened ReferencesStrong rec.

Mid-level Mechatronics Engineer specializing in robotics, embedded firmware, and autonomous systems

Baltimore, MD4y exp
Vectech IncArizona State University

Robotics/embedded engineer with hands-on firmware ownership for closed-loop motor/vision systems and strong ROS1 navigation experience (move_base, gmapping, robot_localization), including EKF sensor fusion to eliminate localization drift to sub-10cm accuracy. Also brings IoT distributed pub/sub expertise (30+ devices over MQTT, 99% uptime) plus Unity AR/VR simulation and computer-vision test automation that saved 100+ hours.

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Jhoneider Vanegas Vásquez - Senior Game Developer specializing in Unity/Unreal and XR (VR/AR) in Medellín, Colombia

Jhoneider Vanegas Vásquez

Screened ReferencesStrong rec.

Senior Game Developer specializing in Unity/Unreal and XR (VR/AR)

Medellín, Colombia14y exp
MarBricksTecnológico de Antioquia

Unity developer who built a physics-driven city traffic AI system for a car driving simulator, including modular managers/handlers to enforce traffic lights and speed-limit zones around the player. Also has prior Photon PUN multiplayer experience implementing matchmaking/rooms, movement sync, and RPC-based actions for simple competitive games.

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Kacper Denis - Senior Unity Developer specializing in multi-platform games, VR/AR, and multiplayer in Warsaw, Poland

Kacper Denis

Screened ReferencesStrong rec.

Senior Unity Developer specializing in multi-platform games, VR/AR, and multiplayer

Warsaw, Poland9y exp
AMBER StudioPolish-Japanese Academy of Information Technology

Unity/C# developer with 10+ years experience who built a VR disc-golf-style throwing system by translating academic aerodynamics research into a differential-equation-based simulation, then improved “feel” via telemetry-driven input analysis and playtesting. Also created a custom cross-platform multiplayer networking layer (Steam + Oculus/Meta) that cleanly separates gameplay from networking, and recently extended an ASP.NET backend (new endpoints + data refactors) using AI-assisted pair programming to support Bluetooth-based beacon triangulation.

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Pradeep Bal - Senior Gameplay Animator specializing in character animation, rigging, and Unreal Engine pipelines in Calgary, Canada

Pradeep Bal

Screened ReferencesStrong rec.

Senior Gameplay Animator specializing in character animation, rigging, and Unreal Engine pipelines

Calgary, Canada21y exp
Komi Games IncJIMS

Gameplay animator with shipped title experience (Guilty Gear Xrd) and hands-on AAA-style action/simulation work, spanning hand-keyed cinematic gameplay moments, UE5 animation blueprint/state-machine implementation, and full mocap cleanup/polish in MotionBuilder/Maya. Notable for building scalable animation solutions across varying character sizes (takedowns) and for significantly accelerating production workflows (cutting pose time from hours to ~30 minutes).

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AS

Antonios Savvidis

Screened ReferencesStrong rec.

Senior XR Engineer specializing in Unity VR/AR simulations

13y exp
FreelanceInternational College of Business Studies

Unity developer from the Naer project who built a natural-feeling VR wrist-flick gesture mechanic for teleport/push/pull interactions, validated through telemetry, low-FPS simulation, and diverse user testing with modular ScriptableObject tuning. Also handled Photon PUN 2 networking bug fixes (mid-air item state issues) and RPC optimizations while integrating AI tools (Claude/Gemini/ChatGPT) into planning and implementation.

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PS

Piotr Sikorski

Screened ReferencesModerate rec.

Senior Unity Developer specializing in game AI and NPC systems

3y exp
MonsarratŁódź University of Technology

Unity game developer focused on gameplay AI and combat feel; reverse-engineered and recreated Devil May Cry-style enemy behavior using an attacker/bystander system constrained by the camera frustum, including custom math to solve circle–frustum intersections. Has shipped/worked on multiplayer projects using Photon Fusion and Unity Netcode for GameObjects, with practical experience making state/RPC synchronization decisions.

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Affaf Imran - Director-level Gameplay Engineer specializing in Unreal, Unity, multiplayer, and VR in USA, Remote

Affaf Imran

Screened ReferencesModerate rec.

Director-level Gameplay Engineer specializing in Unreal, Unity, multiplayer, and VR

USA, Remote10y exp
NeoWorlder Enterprises, Inc.Capital University of Science & Technology

Gameplay/engine developer who rebuilt a legacy Unity VR firetruck simulator into a modular, state-driven training system used for realistic firefighter scenarios, while also working on a massive AI-native metaverse platform with backend-driven world generation and data pipelines. Brings an unusual mix of serious-simulation VR, multiplayer/backend systems, and large-scale world tooling across both Unity and Unreal.

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OB

Owain Bell

Screened

Director-level Game Developer specializing in engine development and ML-enabled interactive games

Reading, Berkshire10y exp
Tiny Owl GamesUniversity of Reading

Game developer/technical lead with shipped VR experience on Meta Quest (via Roblox) and Unity leadership on "Planet of Champions Soccer," where they built core networking, a soccer engine, and behavior-tree-based AI enhanced with linear algebra. Comfortable leading and mentoring while maintaining a disciplined, methodical approach to debugging/testing and cautious use of LLMs to minimize technical debt.

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ZK

Zachary Kozak

Screened

Senior QA Tester specializing in video game testing and design

Tempe, AZ9y exp
ExperisParadise Valley Community College

Game QA professional experienced in live production pipelines with daily builds and sprint cadence, emphasizing LKG-based verification/regression, smoke/BVT stability checks, and disciplined backlog closure. Known for isolating low-repro gameplay/system defects using video evidence and logs, and for streamlining team workflows through standardized JIRA/Azure DevOps templates and data-driven quality feedback to designers/engineers.

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CM

Cole Moore

Screened

Mid-level AR/VR & Unity Developer specializing in mobile XR and real-time 3D

Utica, NY5y exp
TechnergeticsUniversity of Kentucky

Game/VR simulation developer who built and shipped multiple VR training levels (e.g., nursing and scientific method) at VXR Labs, owning level implementation and backend logic. Experienced in Unreal Engine 5 Blueprints prototyping (including a horde mode) and in designing tightly gated, step-based educational experiences while collaborating closely with educators/subject-matter experts to balance realism with VR feasibility.

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Tanish Raorane - Junior XR Developer specializing in AR/VR training simulations and immersive applications in Bristol, UK

Junior XR Developer specializing in AR/VR training simulations and immersive applications

Bristol, UK2y exp
University of BristolUniversity of Bristol

Unity/C# VR developer with shipped Meta Quest experience across multiplayer VR simulations, haptics-driven maze navigation, and VR interior walkthroughs. Built a solo sound-based sandbox VR game ('Alchemix'd') and demonstrates strong hands-on debugging of XR rig collisions, multiplayer sync, and URP performance issues.

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Colin Smith - Senior Unity XR Developer specializing in VR/AR training and healthcare XR in Galway City, Ireland

Colin Smith

Screened

Senior Unity XR Developer specializing in VR/AR training and healthcare XR

Galway City, Ireland11y exp
Pilot InstituteAtlantic Technological University

Unity gameplay engineer with hands-on experience building a dynamic third-person RPG camera system (context-aware transitions, collision handling, and state-driven behavior) to significantly improve game feel. Also has real-time multiplayer prototyping experience with Photon Fusion/Normcore/Unity Netcode, including prediction/rollback and custom authority handoff to prevent desync during fast interactions, and leverages AI tools (e.g., Copilot) for rapid iteration and documentation.

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Radek Kozaczuk - Senior Unity Developer specializing in mobile games, AR, and procedural generation

Senior Unity Developer specializing in mobile games, AR, and procedural generation

11y exp
Magic MediaLodz University of Technology

Unity gameplay engineer with hands-on experience building a procedurally generated world prototype (Roblox/Minecraft-like) using a data-oriented approach and Perlin noise for fast, believable generation. Also worked on a DOTS-based battle royale using Unity netcode, navigating client/host/server separation and complex entity state synchronization decisions.

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Alexander Mammele - Senior Technical Designer/Engineer specializing in Unreal Engine and AR/VR interactivity in Manchester, NH

Senior Technical Designer/Engineer specializing in Unreal Engine and AR/VR interactivity

Manchester, NH9y exp
SkymapUniversity of Missouri-Kansas City

UE5 Blueprint-focused gameplay developer who shipped a VR rhythm title (Starwave), owning the player-facing star-hit interaction/feel and iterating heavily through playtests without dedicated QA. Also designed a modular tutorial/quest system by decomposing quests into reusable components so writers could assemble content independently, and has experience debugging Unreal Nav Mesh pathing issues that impacted gameplay and load times.

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Kieran Clare - Senior Game Developer specializing in web-based slot games and JavaScript engines in Burton Upon Trent, UK

Kieran Clare

Screened

Senior Game Developer specializing in web-based slot games and JavaScript engines

Burton Upon Trent, UK8y exp
Push GamingDe Montfort University

Unity/VR developer who built a game-jam puzzle platformer (“Splitting Image”) largely solo, centered on a mirror-based clone mechanic. Comfortable adapting to different VR headsets and team structures, and prefers hands-on problem solving over relying on AI tools.

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Juan Medrano - Mid-level Software Engineer and Game Developer specializing in Unity and .NET in Mexico, Mexico

Juan Medrano

Screened

Mid-level Software Engineer and Game Developer specializing in Unity and .NET

Mexico, Mexico6y exp
EnrouteGoldsmiths, University of London

Unity gameplay engineer with unusually broad range: architected a node-based climbing/traversal system for SOPA, shipped across mobile and WebGL, and also built AI-powered developer tooling that reads tickets, proposes code changes, and automates Git/PR workflows. Stands out for combining hands-on gameplay systems, performance/accessibility work, multiplayer optimization, and practical AI workflow integration.

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FR

Fernando Ruiz

Screened

Senior Multimedia & Game Development Specialist (3D animation, tools, interactive/VR)

Valencia, Spain25y exp
PROGRESA CENTRO DE FORMACIÓN PROFESIONALPolytechnic University of Valencia

Unity game developer with hands-on experience improving platformer feel through playtest-driven movement tuning (e.g., coyote time) and building multiplayer features using Unity Netcode for GameObjects (authentication, lobbies, transport troubleshooting with UDP). Uses AI assistants pragmatically for repetitive code/architecture exploration while integrating changes manually to prevent regressions.

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JC

Joshua Carson

Screened

Senior Audio Producer & Sound Designer specializing in music, post-production, and game audio

Arvada, CO30y exp
2 BandsFull Sail University

Recent audio production bachelor’s graduate with Unity-based game and cinematic school projects, creating and layering original SFX from scratch and implementing via Wwise. Former 1990s drummer who recorded, mixed, and mastered band EPs using analog gear; eager to ramp up on Unreal Engine audio systems.

LeadershipTime ManagementUnityAbleton LiveAnalog Audio ProductionAudio Editing+31
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RA

Rafael Alam

Screened

Senior Systems Engineer specializing in VR gameplay architecture and real-time AI integration

Boston, MA11y exp
LitesportParsons School of Design

Gameplay/systems developer with shipped VR experience on Meta Quest (Litesport), owning a real-time workout scoring and progression system end-to-end including hit validation, HUD/UI, session state, and persistence. Known for event-driven architecture that decouples gameplay from UI, data-driven tunables for multiple modes, and rigorous VR performance work to hold 72 FPS using on-device profiling and debugging.

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KC

kyle crombie

Screened

Senior Desktop Support Analyst specializing in Windows migrations and end-user support

North Attleboro, MA19y exp
CVS HealthNew England Institute of Technology

Game developer/designer with professional Unity experience and personal UE5/Godot projects, focused on improving player comprehension through subtle UX/environmental guidance. Has built end-to-end gameplay systems (FPS hitscan, health, saving/serialization, basic AI with A* and state machines) and shipped mobile titles on Google Play, including a physics-based trajectory/prediction feature that received positive feedback.

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Albert Aleksanyan - Senior Unity Technical Lead specializing in multiplayer game development in Yerevan, Armenia

Senior Unity Technical Lead specializing in multiplayer game development

Yerevan, Armenia9y exp
Voca GamesNational Polytechnic University of Armenia

Unity game developer with shipped mobile engagement features (daily missions + streaks) that improved D1/D3 retention and session length through analytics-driven iteration. Also built real-time multiplayer runner gameplay using Photon Fusion, implementing prediction, movement sync, and host-authoritative hit validation for fair play under latency.

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