Pre-screened and vetted.
Mid-level Full-Stack Software Engineer specializing in cloud, data science, and ML systems
“Backend/data engineer focused on AWS-based, low-latency event processing for market data and social-signal sentiment systems. Has led a monolith-to-event-driven migration with feature-flagged incremental rollout, and emphasizes production-grade security (OAuth2/JWT, secrets management, Supabase RLS) and data integrity (deduplication/idempotency) under high-volume spike conditions.”
Senior VR/Interactive Media Developer specializing in Unity-based industrial training simulations
“UK-based Unity developer who served as the sole developer building VR training scenarios for the oil & gas industry, deploying to Meta Quest and Pico 4 via OpenXR. Experienced translating complex real-world procedures (e.g., offshore rigging/lifting) into interactive VR flows using storyboards, C# scripting, and iterative client testing; also built a Unity web-based SCORM-compliant training course integrating with a SCORM backend via JavaScript.”
Mid-level Gameplay Programmer specializing in Unreal Engine and Unity
“Unity/VR developer who shipped the Meta Quest game "ARCADE PARADISE," contributing features, resolving long-standing bugs, optimizing performance, and documenting internal build/setup workflows. Also built an "Axe Throw" Unity project largely solo featuring a custom C++/OpenCV motion-detection plugin (including low-light detection and noise elimination) and later mentored/onboarded junior developers onto the project.”
Senior Unity Game Developer specializing in gameplay systems, LiveOps, and AR/VR
“Unity gameplay engineer with hands-on experience building deterministic state/input systems that improve responsiveness and frame stability, validated through profiling and playtests. Also implemented multiplayer gameplay using Photon Fusion/PUN, addressing latency and input feel via local simulation plus reconciliation, and uses AI tools to accelerate debugging and iteration.”
Senior Game Developer specializing in AR/VR and real-time interactive media
“Senior Unity game programmer who shipped a Meta Quest VR game (Unearthed VR) and owned key systems spanning gameplay, UI, shaders/VFX, and VR interaction. Notably built a reusable, general VR interaction framework to make interactions intuitive and user-friendly, and emphasizes scalable, data-oriented architecture for maintainable Unity projects.”
Junior Game Developer specializing in gameplay systems, UI, and procedural generation
“UE5 gameplay scripter (Blueprint-focused) from small startup teams who specializes in setting up core project architecture (game loop/data flow, controller, game instance, UI/menu) and building modular systems reused across multiple games. Rebuilt a save-system architecture from scratch to replace a problematic asset and improve scalability/maintainability, and has hands-on performance optimization experience (profiling, level streaming, Nanite-to-LOD tradeoffs). Also implemented a realistic cricket match simulation using Markov chains and transition matrices.”
Principal Unity Engineer specializing in gameplay, mobile, and XR real-time systems
“Unity engineer with deep gameplay AI and multiplayer networking experience: built lethal, squad-coordinated NPC combat AI using behavior trees/blackboards, and re-architected a PvP title from Photon-style peer networking to a server-authoritative FishNet dedicated-server model with PlayFab matchmaking. Also integrated multiple open-source LLM pipelines (3D asset generation via Trellis, TTS, music) into dockerized, autoscaling cloud endpoints and shipped an iOS + visionOS/Vision Pro experience featuring BCI-driven input and on-device TensorFlow inference.”
Mid-level IT & Cloud Security Specialist specializing in GRC, SOC workflows, and agentic AI automation
“Builder/creator who ships practical AI automations and content workflows: created a no-backend website that uses ChatGPT to generate AI agents/manual workflows, and built an inbound/outbound receptionist using n8n and Retell AI (later migrated to Retell workflows). Also produces an AI-written/produced podcast with 55+ hosts and uses tools like Descript and Sora with make.com for batch content creation and scheduling.”
Senior VR and Gameplay Programmer specializing in Unity and immersive interaction systems
“Unity gameplay engineer with hands-on experience building infinite procedural large-world terrain systems and solving floating-point precision problems in multiplayer scenarios where players can be widely dispersed. Has shipped/operated Photon-based multiplayer and also built custom server-authoritative networking with client-side prediction and reconciliation, including late-stage stabilization work fixing sync bugs that caused soft locks.”
Mid-level Game/VR Software Engineer specializing in Unity and Unreal multiplayer
“Unity/VR multiplayer developer with Photon Fusion experience who focuses on "game feel" and networking performance—profiling input/velocity to replace linear interpolation with Animation Curves, and refining camera smoothing to improve playtest feedback. Also has Unreal Engine C++ multiplayer experience with Epic Online Services and applies bandwidth-minimization strategies for smooth real-time VR under latency.”
Senior XR Engineer specializing in spatial computing and cross-platform Unity systems
“XR/Unity developer who built an underwater experience (Visutate) featuring reactive flocking fish that respond to user presence and hand-feeding interactions. Also implemented multiplayer using Unity Netcode, addressing sync challenges via reduced streamed data and client-side prediction; prefers impactful work in startup-style environments.”
Senior Software Engineer specializing in Unity mobile game development
“Unity mobile game developer (10+ years) who has shipped 15+ iOS/Android titles (including Word Collect, Trivia Start, Word Nut, Hot Las Vegas Slots). Built a large-scale adventure/quest progression feature with 1000+ quests using procedural map generation, UI virtualization for mobile memory constraints, and a server-driven, spreadsheet-importable configuration system that became a reusable standard across games. Based in San Diego (PST) and targeting $155k USD; open to contract or full-time.”
Junior Software Engineer specializing in mobile, full-stack, and game development
“Engineer with hands-on experience shipping production-critical AI-assisted workflows, including an internationalization system for a React Native/Expo mobile game that expanded from English-only to 15 languages. Stands out for pragmatic, safety-first use of AI: they design deterministic validation layers, constrain model scope, and prioritize architecture, QA, and maintainability over hype-driven agent complexity.”
Senior Game Developer specializing in Unity/Unreal, networking, and AR/VR
“Unity game developer with hands-on experience implementing NPC AI via behavior trees to create more diverse and engaging opponents. Has worked with multiple Unity networking stacks (Photon, Mirror, FishNet) and can articulate practical tradeoffs like Photon’s relay layer reducing NAT traversal complexity; prefers an initial ramp-up period followed by strict working hours.”
Senior Unity Engineer specializing in full-cycle game development and multiplayer systems
“Unity game developer with experience in both single-player UX-heavy systems and synchronous PvP multiplayer. Implemented a drag-to-target UI flow for a turn-based strategy game that reduced a typical unit turn from ~10 clicks to 1, backed by a modular battle-step architecture. Worked with Photon PUN/Fusion on Cat Simulator 2 (up to 10 players), focusing on data minimization and physics synchronization techniques.”
“Unity VR developer who has shipped multiple Meta Quest titles (Zombieland: Headshot Fever, Starship Troopers VR, ForeVR Cornhole). Served as AI and animation programmer on Starship Troopers VR, designing enemy behaviors and solving challenging navigation problems (including flying enemies) while coordinating closely with art and animation teams.”
Executive XR/VR Tech Lead and Unity Developer specializing in multiplayer networking
“Unity VR multiplayer developer who shipped Titan Isles (Quest & Steam) and owned most networked gameplay features. Prioritized and delivered a New Game Plus feature in the first post-launch patch based on creator/review feedback and analytics, supported by automated Unity tests and live-ops triage via Unity Diagnostics and Shortcut.”
Director-level Unity/XR Developer specializing in VR/AR and mixed reality applications
“Freelance Unity/XR developer with multiple Meta Quest projects (including non-game XR apps) and a 1st-place win at Meta’s Sense AI hackathon in Barcelona for an AI camera-access VR assistant for vehicle repairs. Built a VR Spanish-learning experience solo and has hands-on experience optimizing VR performance (culling, view restriction) and integrating voice recognition for language interactions.”
Senior XR/Unity Developer specializing in VR training SDKs and immersive tooling
“Unity/XR engineer from Immerse Learning’s SDK team who shipped Meta Quest training experiences by building the underlying Unity libraries and editor extensions used by both internal developers and external SDK licensees. Has hands-on experience solving hard multiplayer/physics authority problems with a custom WebSocket relay approach, and is independently building a Unity management/puzzle prototype featuring a runtime level editor and multithreaded, tile-based pathfinding.”
Mid-level Technical Game Designer specializing in prototyping and UE5 interaction design
“VR/AR game developer and creative leader who has shipped titles to Meta Quest (across Unity/Unreal/Godot) and PlayStation VR. Served as Creative Director and Lead Designer on SafeAR, delivering beyond the brief in a rapid 2-month project, and has also built and coded a Unity mobile puzzle game largely solo.”
Senior/Lead Unity Developer specializing in mobile games, AR, and multiplayer integrations
“Unity gameplay engineer with AAA experience who built a highly configurable weather/day-night system (clouds/rain/sun-moon/stars) that influenced core gameplay decisions (vehicles, time-of-day, farming/animal needs). Also has hands-on multiplayer experience with Photon Fusion (including client-backend communication and physics sync troubleshooting) and has set up CI/CD and build pipelines.”
Senior Software Developer specializing in regulated game development and full-stack web
“Frontend web developer who owned end-to-end delivery for multiple client websites at Vox Interactif and RGI Solutions, including solo launches and rigorous cross-device/browser QA. Experienced with Joomla/WordPress ecosystems (selecting and customizing reliable add-ons) and structured rollout practices (staging/sub-branch + client sign-off). Currently upskilling in React by building a custom wiki-style dashboard for fantasy novel worldbuilding.”
Mid-level Software Engineer specializing in AI, full-stack development, and RAG systems
“Built and owned a production RAG search/Q&A platform at Data Integrity First for a client with a large, hard-to-search document library, deployed on AWS. Drove major adoption gains by adding source attribution (users trusted answers more) and improved system performance with guardrails, logging, and iterative chunking/OCR normalization—cutting fallback rate from ~22% to under 10%.”
Senior Unity Game Developer specializing in multiplayer mobile and WebGL games
“Unity lead/gameplay engineer who built and shipped Explottens (Apple Arcade) from scratch, including a custom 2D physics system and performance-focused pooling; reports the title generated seven-figure USD revenue. Also integrated an LLM/RAG-driven conversational avatar experience (English/Arabic TTS with lip sync) via a reliability-focused backend layer, and has hands-on Unity Netcode multiplayer experience solving desync and precision issues with deterministic predicted trajectories.”