Vetted Unity Professionals

Pre-screened and vetted.

AS

Junior Software Engineer specializing in full-stack, cloud, and AI systems

Remote2y exp
AmazonVanderbilt University
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EB

Mid-Level Physics/Simulation Engineer specializing in gameplay and real-time destruction

Glendale, CA6y exp
That’s No Moon EntertainmentCarnegie Mellon University
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DB

Senior Gameplay Systems Designer specializing in progression and live-service economies

Eagle Mountain, UT8y exp
MetaBrigham Young University
UnityUnreal EngineMicrosoft ExcelData AnalysisGameplay Systems DesignProgression Systems Design+16
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SC

Director of Architecture specializing in AdTech, AI/ML, and large-scale cloud platforms

Glendale, CA13y exp
Bamboo RoseD.Y. Patil College of Engineering
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PM

Senior XR Developer specializing in augmented reality for public safety

New York, NY8y exp
Tuesday LabsNYU
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DP

Senior XR & Unity Developer specializing in immersive games and interactive experiences

Amsterdam, Netherlands10y exp
Orb AmsterdamUniversity of Milan

Unity developer with hands-on VR experience focused on “game feel,” enhancing immersion by adding touch-reactive visuals, custom haptics, and spatialized binaural interaction audio in collaboration with an audio team. Has recent multiplayer experience using Unity Netcode and uses AI tools for code review and rapid upskilling (e.g., reactive programming). Seeking a fully remote role with compensation around €60–70k.

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CV

Senior Gameplay & Character Animator specializing in cinematic and interactive game animation

6y exp
GameFamGnomon

Gameplay/cinematic animator with shipped AAA experience at Naughty Dog (The Last of Us Part II) and Retro Studios (Metroid Prime 4: Beyond), spanning in-game cinematics, player interactions, and mocap cleanup/polish in Maya. Also built locomotion and combat animation for an open-world multiplayer brawler at GameFam, partnering with engineering on hit/reaction prioritization and interruption rules to keep combat readable and coherent in real time.

Adobe Creative SuiteUnityUnreal Engine3D Animation2D Asset CreationAnimation Previsualization (Previs)+33
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Thomas Majchrowski - Executive Technology Leader (CTO) specializing in SaaS, AI platforms, and M&A integration in Irvine, CA

Executive Technology Leader (CTO) specializing in SaaS, AI platforms, and M&A integration

Irvine, CA22y exp
Foundation AIUSC

Entrepreneurial builder who created a SaaS system for insurance sales and developed in-house sales/marketing platforms, prioritizing a robust backend that drove over $500k in immediate sales before expanding features. Emphasizes lean, high-impact execution with strong focus on optimization, barrier management, and contingency planning.

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Mo Hallaba - Executive Founder & Corporate Strategy leader specializing in AI data analytics and gaming in New York, United States

Mo Hallaba

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Executive Founder & Corporate Strategy leader specializing in AI data analytics and gaming

New York, United States18y exp
DatawispBoston College

Startup CEO/founder (9 years) who built an AI data assistant and ran cross-functional GTM + engineering prioritization using OKRs and KPI-driven sales experimentation. Previously worked in finance on M&A due diligence for multi-billion-dollar transactions, including hands-on NDA/confidentiality work; seeks roles at $250k+ depending on equity and fit.

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Dony Permedi - Animation Director specializing in character performance and real-time previs

Dony Permedi

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Animation Director specializing in character performance and real-time previs

20y exp
NickelodeonSchool of Visual Arts

Gameplay/cinematic animator and animation supervisor with 20+ years in CG across games, film/TV, VR/AR, commercials, and apps, including primary animation ownership on Louis Vuitton’s "Louis the Game" (Maya-to-Unreal). Strong real-time pipeline and mocap cleanup/export expertise (FBX), known for diagnosing issues like gimbal lock and coordinating with rigging/pipeline/Unreal teams; recently supervised an unreleased 8-minute Unreal-rendered cinematic trailer.

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Lejia Mu - Intern Game Developer specializing in Unreal Engine 5 systems and virtual production in Shenzhen, China

Lejia Mu

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Intern Game Developer specializing in Unreal Engine 5 systems and virtual production

Shenzhen, China0y exp
XiaomiNYU

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.

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Jason Shankel - Executive Software Engineer/CTO specializing in real-time 3D, game engines, and BIM platforms in San Francisco, CA

Jason Shankel

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Executive Software Engineer/CTO specializing in real-time 3D, game engines, and BIM platforms

San Francisco, CA28y exp
HedralUCLA

Game/interactive systems engineer with shipped Unity/C# work (including performance gains on iOS) and experience building creator-facing tooling like a plain-language level scripting system. Also implemented an OpenAI-powered UGC dialogue/event generation pipeline with offline fallback, and built multiplayer collaborative editing in Unreal for an architectural drafting product using checksum + delta synchronization.

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XJ

Xiao Jiang

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Mid-level Gameplay Engineer specializing in Unity and Unreal Engine

Hangzhou, China3y exp
KuaishouUSC

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).

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LD

Mid-level Game Designer specializing in narrative-driven AAA experiences

Irvine, CA5y exp
Blizzard EntertainmentCal State Fullerton

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.

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Erik Wilkinson - Senior Game Designer specializing in systems, combat, and live-ops game modes in Allen, TX

Senior Game Designer specializing in systems, combat, and live-ops game modes

Allen, TX19y exp
NetflixFull Sail University

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.

UnityUnreal EngineC++PrototypingGame DesignContent Design+60
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Shruti Krishnagiri - Executive Engineering Leader & Technical Founder specializing in AI automation platforms in San Francisco Bay Area, California

Executive Engineering Leader & Technical Founder specializing in AI automation platforms

San Francisco Bay Area, California20y exp
BundledStanford University

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.

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CD

Cody Drake

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Senior QA Lead/Quality Designer specializing in mobile live-ops games

Foster City, CA22y exp
Electronic ArtsLaney College

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.

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VS

Mid-Level Software Engineer specializing in full-stack web, AI telemetry, and real-time graphics

San Francisco, CA3y exp
C3 AINortheastern University

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.

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Jiayi Huang - Junior Product/UX Designer specializing in FinTech and conversational AI in Chicago, IL

Jiayi Huang

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Junior Product/UX Designer specializing in FinTech and conversational AI

Chicago, IL2y exp
SpendTrueUniversity of Michigan

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.

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colton childrey - Senior QA Leader specializing in AAA games, XR platforms, and backend systems in Los Angeles, CA

Senior QA Leader specializing in AAA games, XR platforms, and backend systems

Los Angeles, CA7y exp
LEGOUniversity of Silicon Valley

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.

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KD

Director-level XR/Immersive Technologist specializing in AI, AR/VR/MR and computer vision

Barcelona, Spain14y exp
MPS Interactive SystemsIIT Kanpur

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.

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JH

Senior Game Designer specializing in live-service sports game content and progression systems

Orlando, FL8y exp
Electronic ArtsFull Sail University

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.

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