Pre-screened and vetted.
Mid-level Software Engineer specializing in automotive embedded systems and robotics AI
Mid-level Software Engineer specializing in Unity game development and graphics engineering
Intern Robotics/ADAS Engineer specializing in perception, sensor fusion, and state estimation
“Robotics software engineer who built a multi-agent dense warehouse mapping system in ROS 2, including LiDAR-camera fusion SLAM, timestamp-based synchronization, and DDS-based inter-robot pose/keyframe exchange under bandwidth constraints. Also applied Gaussian Splatting for selective photorealistic dense reconstruction and optimized real-time performance with node composition, bounded queues, and QoS tuning; experienced with Gazebo/CARLA/Unity simulation and Dockerized ROS 2 deployments.”
Senior Gameplay & UI Programmer specializing in VR game development
“Unity/VR gameplay engineer with shipped Ubisoft experience on Assassin's Creed Nexus VR, improving core interaction systems (doors) for comfort and predictability and iterating mechanics (pickpocketing) using player feedback and analytics. Also prototyped Photon Fusion multiplayer features for a Rainbow Six Siege-related project, focusing on synchronization and tactical-feel networking tradeoffs, and has experience setting up project architecture and collaborating closely with design/UI teams (including at Sumo on a football manager project).”
Mid-level AR/VR Developer specializing in Unity and immersive enterprise experiences
“Unity developer with shipped Meta Quest VR experience, including a concert app featuring 180/360 video selection, live camera connectivity, and a 3D main menu, with videos stored on AWS S3. Also runs a small studio (Hunterbyte Digital) and published an indie puzzle game, Cubuleto, on Steam featuring a built-in editor.”
Senior Unity Developer specializing in high-performance mobile game systems
“Unity game developer who has shipped titles on Steam and mobile (Google Play/App Store), owning build quality, platform builds, and release preparation. Built a turn-based soccer game largely solo, including scalable UI, complex move-calculation systems using the command pattern, and enemy AI, and proactively brought in external AI specialists to tackle hard algorithmic challenges.”
Staff Technical Artist specializing in character pipelines, rigging, and tools for games
“Lead Tech Artist/animation systems specialist with UE5 locomotion and VR experience, including a complex VR mech setup where player arm motion drove mech arms with intentional lag using IK and follow points. Has shipped experience across Meta Horizon VR (built Unity profiling tooling) and Call of Duty (animation performance fixes for runtime cinematics), plus a strong track record building artist-first pipelines like modular rig builders and an AI skinning framework.”
Entry-Level Full-Stack Software Engineer specializing in web, mobile, and distributed systems
“Backend engineer who built a Logistics-as-a-Service platform in Go, proactively refactoring a monolithic REST service into gRPC microservices to improve performance and maintainability. Led a 3-person team with disciplined code reviews, Dockerized DB migrations, and a canary-style rollout (5% traffic) monitored for latency and failures; also implemented JWT/OAuth2 RBAC and production-minded edge-case handling in an ordering system.”
Senior Game Software Engineer specializing in Unity, C++/C#, and multiplayer systems
“Unity/VR developer who has built personal Quest 2 projects including a Unity ECS-based space simulation leveraging Burst + Jobs for performance, and a relaxation virtual world featuring terrain, moving trees, and localized audio. Prefers a blended team structure and is motivated by high-impact, immersive projects.”
Senior Software Engineer specializing in full-stack systems, data pipelines, and ML
“Built and productionized an autonomous research agent (AutoGPT) in a Docker/Kubernetes environment with Pinecone-based long-term memory and custom Python tools for analysis, visualization, and report drafting. Implemented layered guardrails (prompt templates, automated validation, self-critique loops, and monitoring) and achieved ~25% reduction in manual report generation time while scaling the workflow to support multiple concurrent users.”
Entry-Level Software Engineer specializing in full-stack web and Android development
“Early-career developer whose experience comes from classroom projects but has completed full end-to-end web app delivery: implemented login/search/favorites, integrated external APIs, and deployed to Google Cloud for multi-device use. Demonstrates user-centered iteration by recruiting friends to test and provide feedback, and has hands-on production-style debugging experience (e.g., resolving CORS issues during deployment).”
Mid-level Robotics & Computer Vision Engineer specializing in ADAS and real-time perception
“Robotics/ADAS engineer who built an assistive feeding robot with reliable 3D mouth tracking (RealSense + MediaPipe) and ROS 2 integration to a WidowX250s arm, solving depth-noise, timing, and workspace/singularity issues for stable low-latency behavior. Also optimized a real-time lane-keeping controller at Hyundai using signal logging/replay, filtering (LPF/Kalman), and feedforward+PI tuning, with experience across SIL/HIL and CAN-based ECU integration.”
“Backend/AI engineer who built a real-time vector database system for high-frequency financial data using Kafka/Flink on Kubernetes, achieving sub-100ms similarity search at 10k+ concurrent load and resolving tricky duplication issues with idempotency/versioning. Also shipped an end-to-end LLM-based travel itinerary feature (profiling + prompt workflows + APIs) with a focus on quality consistency and low latency.”
Mid-level Game Programmer specializing in Unreal and Unity gameplay systems
“Unreal Engine 5/C++ gameplay programmer who built an end-to-end Escape Pod intro system (teleport + interaction + camera/animation) and solved a rare client-side camera view-target timing issue via instrumentation and view-target locking. Implemented replicated teleport state logic with safeguards against rapid state changes, and tunes first-person parkour-style camera feel through parameterization and playtesting.”
Senior Software Engineer specializing in backend systems and automation
Senior Test Automation Engineer specializing in Python frameworks and distributed systems
“QA automation engineer with experience at Amazon Game Studios owning an end-to-end automated scale testing suite that simulates high-concurrency gameplay and captures performance telemetry. Improved coverage by bypassing hours of gameplay via programmatic state setup, enabling repeatable 4000-player dungeon-entry tests that exposed a messaging-queue bottleneck fixed before release. Also built maintainable Selenium/pytest UI automation with CI gating, reporting, and flake-reduction patterns.”
Junior Game Designer specializing in AI-driven systems and interactive narrative
“Game economy/progression designer who owned an end-to-end multi-currency economy for a top-down kitchen management sim, balancing cash/reputation/XP with sinks like spoilage, maintenance, and rent. Uses telemetry + structured playtests and spreadsheet simulations to tune pacing, reduce mid-game churn, and prevent late-game inflation by adjusting efficiency/skill curves and phase-based balancing.”
Senior Technical Game Designer specializing in gameplay systems and pipelines
“Modes/progression designer on EA College Football (Dynasty and Road to Glory) who has owned multiple shipped progression systems, including recruiting and Road to Glory progression (meters, in-game reward triggers, and a "coach trust" meta-progression). Focused on modular system design and tuning/balancing for player-facing challenges and rewards, with strong QA-driven iteration and Blueprint-based prototyping practices.”
Junior Robotics & ML Engineer specializing in robot learning and simulation
“Robotics engineer with a 2024 internship building an end-to-end software stack for an autonomous humanoid robot that follows natural-language audio commands to make coffee and deliver snacks, including perception (OpenCV), mapping, and ROS Navigation. Also contributing to a robotics foundation model effort by building data preprocessing pipelines using GroundingDINO and SAM2, and has multi-robot coordination experience with algorithms designed to handle real-world communication drops.”
Mid-level Software Engineer specializing in autonomous driving simulation and 3D mapping
“Founding software engineer who built an autonomous-vehicle 3D digital twin using Unreal Engine 5 and CARLA, owning core simulator logic (traffic/scenarios/weather) and a ROS 2-based pipeline to record synchronized multi-sensor data (RGB/depth/segmentation/LiDAR/IMU/GPS). Also implemented distributed synchronization patterns (server + client prediction) using FastAPI and WebSockets; seeking roles with H1B transfer and targeting ~$110k.”
Junior Software Engineer specializing in game development and QA automation
“Early-career technologist with internship experience deploying and fixing production/demo service configurations despite poor documentation, using step-through debugging and prior demo references to restore progress quickly. Also has hands-on IT technician experience diagnosing hardware failures (hard drive damage), recovering files, and replacing drives, plus QA test development in Python for customer-reported bugs and a strong focus on networking (monitoring, IP activity analysis).”