Pre-screened and vetted.
Mid-level Software Engineer specializing in data platforms and full-stack systems
Senior Game Audio Designer specializing in systemic sound design and mix strategy
Senior QA Engineer specializing in AAA game quality engineering and Unreal Engine validation
Staff Software Engineer specializing in XR, graphics, and volumetric video
Staff-level Software Engineer specializing in Unity real-time and cloud multiplayer systems
Mid-level Robotics & AI Researcher specializing in embodied AI and human-robot interaction
Senior Creative Technologist specializing in XR, interactive installations, and real-time graphics
Senior Technical Game Designer specializing in AI, combat systems, and VR
Game Design Director specializing in live ops modernization and AAA/mobile game design
Senior Gameplay Animator specializing in real-time character and combat animation
“Senior gameplay animator with shipped AAA experience on Just Cause 4 (cinematics) and deep UE5 implementation experience—often operating as one of the only animators on a project. Led multiple combat-style animation sets, owned mocap cleanup/polish workflows across Maya/MotionBuilder and UE5, and partnered with engineering/tech animation on systems like AI-driven talking characters (viseme setup).”
Staff Product/UX Designer specializing in enterprise platforms, data visualization, and AI interfaces
“UX/product designer with deep healthcare and mission-critical software experience across 3M Healthcare, GE Healthcare, and Motorola. Has designed complex lab automation and radiology workflows end-to-end, combining rigorous field research with hands-on engineering (HTML/CSS/TypeScript/React, Storybook) and even building live prototypes (Firebase + Angular) and production-ready UI control libraries to ship.”
Senior Unity VR/AR Developer specializing in XR platforms and immersive applications
“Unity/C# gameplay engineer with hands-on ownership of a full VR combat system at Bad Honey Bun Games, spanning movement, combat, health, audio, lighting, and branching level flow. Shipped a Meta Quest demo that reached 10k downloads in its first month while sustaining 72+ FPS, and also brings Photon PUN2 multiplayer experience from simulation work in the oil and gas sector.”
Junior Technical Artist specializing in rigging and real-time VFX for games and medical simulation
“Real-time character animation/tech art specialist spanning Maya rigging/auto-rigging through UE5 Animation Blueprints, Control Rig (FBIK/IK), and motion matching. Has shipped performance-focused work on an FPS targeting 60 FPS with 20+ AI and motion matching, using Unreal Insights, URO, PCA, and gameplay-tag pruning. Also collaborated on a VR brain-surgery simulation, translating desired vascular behavior into procedural Control Rig spring-based animation via rapid prototyping.”
Mid-level Haptics & VR/AR Researcher specializing in immersive interactive systems
“Built and owned an end-to-end VR surfing simulator in Unity/C#, integrating Arduino inputs, external tracking, and a motion platform with multisensory feedback. Deep focus on VR comfort and control stability (PD control, quaternion-based orientation, latency/jitter mitigation) validated via IMU measurements and 200+ user studies, plus some Unreal gameplay framework and replication/prediction experience.”
Mid-level Game Audio Designer and Technical Game Designer specializing in AAA and immersive audio
Junior Product Designer (UX/Research) specializing in AI and behavioral design
Intern software and AI engineer specializing in robotics and intelligent systems
Mid-Level Technical Game Designer specializing in gameplay systems and AI
Intern Software Engineer specializing in full-stack and cloud development
Staff Frontend/Full-Stack Engineer specializing in UI architecture and performance optimization