Pre-screened and vetted.
Senior Software Engineer specializing in AR/VR and real-time interactive systems
“Senior engineer (8 years) with experience at Facebook/Meta and Apple, spanning design tooling and XR/enterprise device experiences. Built the Origami component marketplace end-to-end (packaging node logic + metadata, SQL/JSON storage, filtering/search, local caching) with versioning and forward-compatibility decisions, and has a strong track record of UX-focused robustness improvements and safe rollouts via feature flags and telemetry.”
Senior Game Designer specializing in multiplayer systems and live service experiences
“Gameplay systems designer with shipped AAA experience on Overwatch, including end-to-end ownership of player progression and major systems like matchmaking (role delta system cutting uncertainty/volatility by 50%) and Stadium mode round/shop + MMR/balancing systems (second-highest engaging mode). Strong in KPI/retention-driven design, player research, and telemetry-based balancing, with a UE5 Blueprint prototyping workflow built for modularity, data-driven tuning, and handoff to engineering.”
Entry AI Software Engineer specializing in LLM workflows and ML pipelines
“Built an autonomous-agent document indexing concept in a hackathon with Microsoft and The Seattle Times, architecting an Azure-based system (Azure AI Foundry, Cosmos DB, Azure indexing, Copilot Studio) and coordinating closely with the customer team. Also created and pitched a sports matchmaking app (Ludicon), combining user studies, feature implementation, and technical support on sales/investor calls.”
Principal Technical Artist specializing in real-time visualization and synthetic 3D data
Senior QA Engineer specializing in VR/AR, gaming, and AI product quality
Staff Full-Stack Engineer specializing in cloud microservices and AI-enabled platforms
Mid-level Technical Game Designer specializing in gameplay systems and dynamic content
Senior Character/Cinematic Animator specializing in games and feature animation
“AAA character animator with shipped experience across Respawn (Medal of Honor), Avalanche (Hannah Montana World Tour; Hogwarts Legacy), and Halon/Epic pipeline work implementing emotes/idles for Fortnite in UE5. Strong in mocap-driven performance polish and readability-focused gameplay animation, and has led outsourced animators on Hogwarts Legacy cinematics while balancing schedule and runtime rig constraints.”
Mid-level Gameplay/AI Engineer specializing in Unity, XR, and narrative NPC systems
Senior Game Systems Designer & Product Owner specializing in live-service economies
Senior UI & Gameplay Engineer specializing in Unreal Engine and multiplayer systems
Principal Technical Artist specializing in game art pipelines, tools, and character rigging
Senior FX Technical Director / Pipeline TD specializing in Houdini, Unreal, and real-time VFX
Senior QA & Release Engineer specializing in console, PC, and VR game testing
Senior Game Animator specializing in cinematic and gameplay character performance
“Senior gameplay animator with shipped AAA sports experience (NBA 2K) and WB Games experience, specializing in mocap cleanup/polish that holds up under instant replay and any camera angle. Experienced iterating animations from Maya into UE5 for validation and correct runtime triggering (state machines/blueprints), and known for preserving authentic superstar player nuance even when source data comes from messy machine-learning captures.”
Senior Cloud Infrastructure Architect specializing in multi-cloud, DevOps, and AI/ML platforms
“Engineering leader (Director of Development) with hands-on cloud and product experience who builds business-aligned technology roadmaps and scales teams. Delivered an enterprise cloud-migration enabler at UHG by implementing AD authentication and Terraform-based IaC for custom VM images while meeting 90-day InfoSec patch/rotation requirements, and drove a 20% lift in user consumption/retention by designing an interactive branded media portal experience for Sunkist.”
Mid-level Technical Game Designer specializing in systems and weapon gameplay
“UE5 gameplay scripter/engineer who worked on player-facing weapon systems for Perfect Dark, owning Blueprint-driven state management, projectiles/damage, and player feedback with a strong focus on edge-case polish and responsiveness. Experienced in modular Blueprint architecture (inheritance-based) for scalable content, playtest/analytics-driven iteration, and performance optimization of gameplay loops (e.g., reducing runtime NPC tracking for a disguise gadget).”
Senior Machine Learning Software Engineer specializing in computer vision and simulation
“Robotics engineer who worked on a lunar rover program, building a simulation environment that mirrored real hardware interfaces and incorporated moon-terrain slip/friction modeling validated against a physical “moon yard.” Also integrated an ML-based munition X-ray inspection system via REST APIs, deploying and scaling inference on Azure with Kubernetes plus Prometheus monitoring, load balancing, and self-healing reliability mechanisms.”
Junior Embedded/Robotics Engineer specializing in AI diagnostics, simulation, and real-time control
Senior QA / Quality Engineering Lead specializing in mobile, AR, and monetization flows