Pre-screened and vetted.
Intern Game Developer specializing in Unreal Engine 5 systems and virtual production
“UE5 gameplay animation developer focused on building and optimizing full character Animation Blueprint stacks (locomotion + jump/fall/land, montages, linked anim graphs, and layered procedural IK). Has hands-on experience debugging tricky interaction IK issues (e.g., 180-degree turn misalignment) and improving runtime performance using Unreal profiling tools and conditionalizing IK/Control Rig evaluation.”
Mid-level Gameplay Engineer specializing in Unity and Unreal Engine
“Gameplay engineer with hands-on experience across Unreal Engine 5 and Unity, owning systems from level streaming/teleportation to motion-matched character movement. Has shipped/implemented multiplayer features including GAS-based replication with prediction/reconciliation and a deterministic lockstep runner using fixed-point math. Strong at diagnosing hard-to-repro physics issues and balancing performance/feel (e.g., mobile voxel A* pathfinding at 60 FPS, Chaos destruction tuned to avoid trapping players).”
Mid-level Game Designer specializing in narrative-driven AAA experiences
“World of Warcraft quest designer who owned end-to-end quest pipelines and shipped standout content, including the memorable escort/stealth quest “Klaskin’s Great Escape” tuned through playtests and a Dragonflight capstone framing story that drove higher side-quest engagement. Experienced in Lua scripting, reward/economy balancing, and building daily/weekly endgame loops (Beetle Ranch/Rak-Ush), with recent UE5 Avalanche node-based VFX prototyping exposure.”
Executive Engineering Leader & Technical Founder specializing in AI automation platforms
“Founder/CTO who built and shipped a consumer subscription-bundling platform end-to-end (architecture, implementation, testing) and scaled it to thousands of customers and major partners. Previously led a major reliability overhaul at Chan Zuckerberg Initiative for a Google-Docs-like ed-tech product—boosted observability, introduced incident management, and migrated to a Docker-based scalable architecture. Heavy user of AI tools (Cursor/Claude) for development, testing, and code review, with a strong bias toward lightweight, fast-moving execution.”
Senior Game Designer specializing in systems, combat, and live-ops game modes
“Game designer with shipped experience on Squid Game Unleashed (mobile) and Radical Heights (battle royale), owning multiple modes end-to-end from paper design and greybox through tuning, QA, and live ops/backend rollout. Demonstrates strong Unreal/Blueprint prototyping, pacing-focused iteration (targeting 70–90s rounds), and building meta challenge systems that stay fresh via monthly/seasonal rotations and player-feedback-driven map weighting.”
Junior Product/UX Designer specializing in FinTech and conversational AI
“Founding product designer at a startup building RealSpend, an AI-powered fintech product centered on conversational decision support (contextual insights and in-flow actions). Also designed the companion app for Lasso Loop, an in-home recycling appliance, translating an industrial process into a warm, kitchen-friendly UX using layered information architecture and progressive disclosure, with strong design-system alignment to React/Tailwind/Ant Design engineering stacks.”
Senior QA Lead/Quality Designer specializing in mobile live-ops games
“Game QA lead with 20+ years of tooling and workflow experience, most recently leading QA on a Unity-based MLB mobile title with annual releases and major feature updates. Led QA for the PS Vita port of Borderlands 2 focused on technical requirements, performance, and usability, including making a key ship-risk call to limit multiplayer players. Known for disciplined Jira/TestRail administration, strong cross-functional communication, and uncovering critical submission-blocking issues with clear evidence and repro steps.”
Mid-Level Software Engineer specializing in full-stack web, AI telemetry, and real-time graphics
“Product-focused full-stack engineer building a GenAI-powered case summarization workflow for a telemetry dashboard, spanning React/TypeScript UI (confidence indicators, reasoning traces) and Python/FastAPI backend with caching to control LLM latency/cost. Has operated services on AWS (ECS Fargate, RDS Postgres, S3) and Kubernetes, and has hands-on experience resolving real production latency incidents through query/index optimization and caching.”
Senior QA Leader specializing in AAA games, XR platforms, and backend systems
“Game/interactive software QA professional with experience spanning AAA titles (Activision Black Ops 3; Halo 4/Forge) and VR at Meta (The World Beyond). Notable for modernizing QA operations at Lego BrickLink Studio by implementing Testmo and dramatically increasing test coverage and user satisfaction, plus quickly diagnosing and unblocking a critical public-launch issue caused by misconfigured gatekeeper flags.”
Director-level XR/Immersive Technologist specializing in AI, AR/VR/MR and computer vision
“Unity VR/MR developer with multiple shipped Meta Quest projects, including a multi-user mixed-reality co-creation experience featuring real-time connection logic and shader-driven mesh generation for performance. Also builds AI-powered interactive applications, recently creating a video interview simulator using OpenAI API, HeyGen real-time avatars, and AWS audio/agent tooling while managing end-to-end latency challenges.”
Senior Game Designer specializing in live-service sports game content and progression systems
“Live-service sports game economy/progression designer focused on Madden Ultimate Team player rewards. Owns OVR/power escalation planning, ability unlock cadence, and cost tuning, using Tableau telemetry plus MUT.GG sentiment/market pricing to iterate on metas and engagement. Drove year-over-year program lift by introducing temporary chemistry boosts, improved reward/progression structures, and a fan-vote program mechanic.”
Principal Gameplay/AI Programmer specializing in game AI and gameplay systems
“Gameplay/AI engineer with end-to-end ownership of racing-sim AI (fair physics parity, competitive overtaking) and strong iteration tooling (live tuning + config). Has shipped networked VR multiplayer work at Ready At Dawn, including a consensus-style goal validation approach to reconcile non-deterministic replication/smoothing discrepancies, plus experience with Havok/Bullet, spline math (Catmull-Rom), and complex creature/boss animation behaviors.”
Senior Gameplay Engineer specializing in Unreal Engine and immersive XR experiences
“Gameplay engineer with deep Unreal Engine multiplayer/VR experience, including end-to-end implementation of replicated physics for a co-op VR FPS (Final Space: The Rescue) optimized for Meta Quest constraints using profiling-driven network and simulation throttling. Also built physics-driven projectile systems with predictive arcs and tuned hand-tracked vehicle controls for an Apple Vision Pro project using playtest analytics to improve feel.”
Senior Game Systems & Engine Engineer specializing in C++/Unity/Unreal
“Game engineering leader/player-coach who recently shipped Netflix/Boss Fight’s mobile hit Squid Games Unleashed, owning live ops scheduling (XML/JSON to C# in Unity) and storefront integrations while reviewing 6–8 engineers’ code. Experienced in client-server reliability work (The Sims 4 time-sync incident) and in speeding delivery via process redesign (gated approvals), with a coaching style informed by 6 years teaching improv theater.”
Senior Character Animator specializing in games, VFX, and real-time Unreal Engine animation
“Gameplay/mocap animator with acting/performance background who has owned high-fidelity mocap cleanup/polish and helped build a weapons/combat animation system across multiple character types on a Star Wars title for Disney Interactive. Established a standardized anchor/zero-pose capture protocol to streamline engine integration and cleanup, and has experience optimizing animation/VFX for low-bandwidth 3D Facebook deployments; some relevant mocap work is under NDA for private review.”
Director-level QA Manager specializing in AAA game testing, live services, and VR worlds
“Game QA professional with ~5 years in embedded QA roles across major studios (Experis Game Solutions, Activision, Ubisoft, Meta), including ownership of the Weapons feature area on Ubisoft’s XDefiant and feature testing on Warzone. Known for risk-based, cross-system test coverage (matchmaking/party, progression, entitlements/MTX, performance across PC/console, live-service integrations) and for leading cross-discipline meetings and release readiness reviews.”
Senior Animator & VFX Artist specializing in 3D animation and game/advertising content
Senior QA Analyst and Software Test Engineer specializing in video games
Senior Video Editor & Post-Production Supervisor specializing in longform YouTube and branded content
Senior Producer/Editor specializing in broadcast, live events, and multi-platform storytelling
Senior Software Engineer specializing in machine learning and backend microservices