Pre-screened and vetted.
Mid-level AI Engineer specializing in full-stack AI and automation systems
“AI/ML engineer with hands-on experience owning production deployments from discovery through post-launch stabilization, including real-time computer vision/OCR systems and LLM-powered RAG workflows. Stands out for translating messy customer workflows into reliable backend services, debugging non-deterministic retrieval issues, and hardening AI systems with validation, monitoring, and human-review fallbacks.”
Senior Game Programmer specializing in gameplay systems and cross-platform development
“Unity gameplay/multiplayer engineer with unusually broad cross-platform experience spanning core auto-chess systems, live networking, and VR/mobile native integrations. He owned a designer-friendly 3D grid gameplay system that helped achieve 24% D3 retention, and also built low-latency native streaming plugins for iOS/Android/Quest into Unity.”
Senior Game Developer specializing in Unity, VR, mobile, and educational games
“Game developer based in Brazil who has shipped Unity/C# multiplayer and VR experiences, including an educational co-op game using Photon and Horizon Worlds content. Stands out for owning systems end-to-end—from architecture and UML planning through QA, live player feedback, and cross-platform optimization—while also using LLMs pragmatically to improve development and QA workflows.”
Mid-level XR and game developer specializing in Unity, VR, and healthcare applications
“Built and deployed a Unity-based, NSF-funded medical interaction system for the University of Houston MRI Lab, combining speech recognition, LLaMA-based function calling, and real-time simulation controls. Particularly strong in taking experimental AI systems from discovery through stabilization, with measurable impact including roughly 50% faster task completion than traditional point-and-click workflows.”
Senior Game Developer specializing in Unity, XR, and multiplayer systems
“Unity/C# developer with hands-on experience building gameplay systems, multiplayer features with Photon, and platform-specific save systems for mobile and WebGL. Particularly notable for working directly with orthopedic surgeons in hospitals and observing knee replacement surgeries to help build Kne3Wiz, a knee replacement surgery tool, showing unusual domain immersion and strong client-facing product development skills.”
“Unity developer with shipped Meta Quest experience who owned the full lifecycle from architecture and feature development through builds and store compliance. Demonstrated strong performance optimization skills (profiling in Unity and MQDH, optimizing textures and render layering) and has built and shipped a modular, cross-platform puzzle game (PC/web/mobile).”
Entry-Level Game Designer specializing in Unreal Engine 5 level and gameplay systems
“UE5 gameplay designer/scripter who shipped player-facing Blueprint systems, including an enum-driven ceremonial mask placement puzzle with sequencer-based hinting, proximity affordances, and robust validation/feedback. Demonstrates strong shipping mindset—balancing visual polish with runtime performance (timelines/material complexity/translucency) and building modular systems via Blueprint Interfaces and centralized tunables while collaborating closely with engineering on architecture and state flow.”
Senior Unity Developer specializing in VR/XR and real-time simulation
“Unity/C# VR developer who has shipped Meta Quest applications and progressed from mid-level programmer to tech lead, owning architecture decisions and coordinating gameplay/UI implementation. Has led PC-to-Quest porting work with optimization and VR gameplay adaptation, and has delivered business-focused VR solutions for large organizations (e.g., Nestle and a medical university).”
Executive Game Developer specializing in Unity 2D/3D, AR/VR, and multiplayer
“Unity/C# gameplay engineer who has shipped mobile, VR (Meta Quest), and Photon PUN2 multiplayer titles, with strong performance and systems architecture chops. Delivered measurable product impact (Day 7 retention +15%, daily revenue +5%) and deep UI optimization (pooling + canvas isolation to sustain 60 FPS), and also integrated an LLM-driven RPG dialogue system with streaming, caching, and silent fallback reliability patterns.”
Senior Software Developer specializing in game development and performance optimization
“Game developer who says they built an entire title, Proxy - Ultimate Hacker, end-to-end in Unity/C#, including gameplay, UI, progression, audio, economy, and the main loop. They also describe hands-on experience with AI-assisted content generation, Photon multiplayer synchronization, and GPU/compute-shader optimization for VR and mobile XR.”
Senior Game Developer specializing in gameplay, AI, and multiplayer systems
“Unity developer with 12+ years spanning the early Oculus Rift era through modern VR/MR, including HoloLens and Magic Leap. Has delivered client-facing immersive experiences for brands like Pfizer and H&M/Moschino, and built reusable XR UI/tooling to speed up cross-platform VR/MR production. Also capable of full-stack solo game creation, winning awards for a self-built survival puzzle game made in a 48-hour game jam.”
Senior Unity/XR Developer specializing in VR/AR multiplayer experiences
“VR multiplayer Unity developer who implemented high-impact interaction systems (notably a math-driven, physics-aware door system with audio occlusion and culling) and designed/built a fully custom cross-platform multiplayer stack from scratch using KCP, WebSockets, WebRTC, and MemoryPack—plus recording, NPC support, and backward-compatible client modes for an educational/learning platform.”
Senior Unity & XR Engineer specializing in games, VR/AR, and interactive systems
“Unity/C# developer who has shipped multiple Steam titles and owned systems end-to-end, including a large-scale in-game automation feature (a configurable stock-bot) designed for performance with massive object counts. Also built an open-source Unity Editor CLI extension leveraging cloud/LLM-style code workflows, and has shipped multiplayer (Mirror) plus cross-platform VR (Meta Quest) and mobile (iOS/Android) applications, using Datadog for live issue monitoring.”
Senior Unity Engineer specializing in performance-critical multiplayer systems
“Unity gameplay/multiplayer engineer who has architected event-driven systems and built NGO + Steam Relay multiplayer using a command-pattern approach. Experienced scaling Photon-based multiplayer via matchmaking across application instances, and optimizing VR (Meta Quest) and mobile performance by addressing CPU/GPU bottlenecks and GC/memory allocation issues.”
Senior Technical Artist specializing in Unreal Engine VR optimization
“Game developer with 5 years focused on Unreal Engine and experience shipping multiple Meta Quest VR titles. Started in Unity through university and indie projects (classic remakes and a strategy game), with strengths in level design, materials, and VFX, and uses AI tools like Copilot and image generation to accelerate coding and texture/resource creation.”
“Lead Unity developer at Saku Monsters with 1 year and 4 months building core mobile game systems end-to-end, including movement, interactions, economy loops, multiplayer lobbies, and a scalable character customization system. He also experimented with LLM-driven NPC dialogue in a personal project, using caching and fallback logic to manage latency and cost, and is open to relocation or contractor work from Brazil.”
Senior Game Programmer specializing in Unity/Godot gameplay and tools
“Indie Unity game developer who built a physics-driven fishing mechanic for "Cats Fishing" inspired by RDR2, combining Verlet integration and procedural rod bending to achieve realistic feel without heavy simulation costs. Has prototyped multiplayer systems using multiple networking stacks (PUN/Fusion/UNet/Nakama/Mirror) and adapts features for mobile via gesture controls and minimal UI.”
Senior Unity VR/AR Programmer specializing in Meta Quest and real-time 3D graphics
“Unity/VR developer who shipped a Meta Quest 2 immersive 360 training experience for Staffordshire Police as a solo programmer, including biometric gaze/reaction tracking and real-time data capture to an HTTP endpoint. Also building a Tomb Raider-like sci-fi adventure demo (Nexus 7) featuring FSM-driven character logic, motion-capture animation, custom controller optimization, and spline-following AI movement.”
Mid-level Gameplay Programmer specializing in Unreal Engine and mission systems
Senior QA Engineer specializing in game and VR simulation testing
Mid-level Machine Learning Engineer specializing in cloud ML pipelines and MLOps
Mid-Level Game Designer & Level Designer specializing in UI/UX and VR experiences
Junior Software Engineer specializing in web, mobile, and AI-enabled apps