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Vetted Unreal Engine Professionals

Pre-screened and vetted.

AA

Adriano Amato

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Mid-level Game Developer specializing in Unity and C#

Ascea, Italy4y exp
Spicy SparksUniversity of Salerno

Game developer who implemented the battle simulation/progression system for "Gladiator Imperium," focusing on turn logic, stat-driven combat, and player-facing feel through UI and camera polish. Also has experience modernizing a 10+ year legacy project by refactoring into new frameworks and even migrating to a different programming language, leveraging AI to interpret undocumented code.

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CY

Mid-Level Full-Stack Developer specializing in web apps and game/VR development

Toronto, Canada5y exp
WIMTACH, Centennial CollegeCentennial College

Frontend-focused engineer who led a full-scale CMS/dashboard build using React (with TypeScript), plus Node.js microservice APIs on AWS Lambda and MySQL. Emphasizes scalable component architecture, feature-based code organization, performance profiling via Chrome DevTools, and disciplined release practices (CI/CD, UAT gating, production monitoring) in fast-paced delivery cycles.

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JD

Senior Gameplay Engineer specializing in VR and cross-platform gameplay systems

14y exp
Another AxiomUniversity of New Hampshire

Unreal Engine (C++/Blueprint) gameplay systems engineer who shipped major VR social-sports features in Orion Drift, including a wieldable items system that became the game’s primary IAP revenue driver and supported 75-player lobbies via careful replication/performance tradeoffs. Also built the station/server browsing system to steer players into lively lobbies and implemented backend-to-frontend tech tree infrastructure using Unreal DataTables, plus tuned standout mechanics like rideable rockets and Driftball projectile/ball behavior through frequent playtests.

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NB

Executive CTO / Software Architect specializing in GenAI, FinTech, and PropTech

Los Angeles, California17y exp
American ExpressUniversity of Advancing Technology

Entrepreneur/fintech product builder who raised a $100K pre-seed from ex-Google/Microsoft execs and built a real-time, direct-to-vendor bill pay micropayments platform. Previously helped scale Norton LifeLock to 1M users (2003) and also created Karma LA, a fraud-resistant, verified donation system (including VA veteran verification) aimed at improving trust and conversion in giving.

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CM

Senior 3D Generalist specializing in real-time 3D, VR, and procedural animation

11y exp
Blue ZooGovernment Skills Bootcamp

UK-based Unity/VR generalist who shipped a Meta Quest VR installation to art galleries worldwide while at Julian Opie Studio, acting as sole programmer and producing the art pipeline. Built a custom Spatial Anchors-based spatial mapping system with little documentation and developed real-world operational procedures to keep installations stable for exhibitions with hundreds of daily visitors. Also contracted as a 3D generalist at Blue Zoo, producing all assets/animations and environment setup for a Tate Gallery kids game, finishing ahead of schedule.

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NS

Nikunj Sethi

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Mid-level Unity XR Developer specializing in VR/AR training, games, and immersive UX

3y exp
O.P. Jindal Global UniversityGoldsmiths, University of London

Unity developer with hands-on VR and multiplayer WebGL experience: reduced motion sickness in a VR bike riding game by implementing a helmet-style FOV reduction using a camera canvas. Built a small metaverse-style multiplayer house experience with Photon PUN 2, tackling host migration/ownership transfer and real-time object synchronization, plus voice chat.

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LB

Senior Game & VR Lead Developer specializing in Unity and cross-platform multiplayer

Zurich, Switzerland7y exp
StoryToysUniversity of Plymouth

Lead Unity VR developer who shipped multiple Meta Quest Store releases, including porting Titanic VR and building Rollercoaster Legends titles for Quest 3 (with Quest 2 support). Also independently built and released a multiplayer mobile trivia game using PlayFab, P2P networking with host migration, and encrypted/serverless backend updates to reduce hacking.

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BP

Senior Unity/XR Developer specializing in AR/VR and AWS-backed real-time experiences

London, UK10y exp
Eugene’s ARUniversity of East Anglia

Unity XR developer who has shipped multiple Meta Quest apps, including an NHS medical training VR simulation where realistic, consultant-validated interaction mechanics and highly configurable systems were critical. Also built and shipped a solo indie AR product ("Eugene's AR Wiki") end-to-end, supporting a wide range of iOS/Android devices and incorporating analytics, interactive content, and engagement features like word games and face filters.

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FH

Freddy Hajas

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Principal Gameplay Designer/Programmer specializing in FPS/TPS systems and AI

Rio de Janeiro, Brazil28y exp
Betagames GroupPontifical Catholic University of Rio de Janeiro

Long-time Call of Duty mod/game-mode creator (Call of Duty Frontlines/Rio) who designed 40+ gametypes, including “Swarm” later released officially as MW3’s Team Defender. Known for deep tuning/balance iteration and for overcoming engine constraints (e.g., expanding limited model slots via load-time model merging to ship large amounts of new weapons/vehicles/enemies). Currently building an UE5 game (Comando Rio) on Lyra, implementing custom audio systems and camera/movement features, collaborating with Gooseman (Counter-Strike creator).

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MD

Junior XR/Game Developer specializing in cultural heritage and virtual museum experiences

Orsay, France1y exp
Scuola Superiore Sant’AnnaUniversité Paris-Saclay

XR/AR Unity developer who has overseen ~4 XR projects including shipping on Meta Quest, a HoloLens mixed-reality archaeology experience, and a collaborative 3D model exploration POC. Strong track record of aggressive performance optimization (custom shaders, profiling, draw-call reduction) and user-testing with domain experts; also experimented with ONNX-based procedural content generation and built a solo AR Tower of Hanoi game using AR Foundation (with a WebXR extension).

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JP

Janki Patel

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Mid-level XR Developer specializing in real-time WebXR/Unreal/Unity systems

Mesa, AZ5y exp
Arizona State UniversityArizona State University

UE5 Blueprint-focused gameplay/system designer who shipped an XR interactive experience (“Echoes of the Moon”), owning interaction logic, progression triggers, state management, and animation syncing through ship. Emphasizes modular component-based architecture with interfaces and data-table-driven tuning, plus strong profiling/optimization skills (refactoring Tick-heavy systems to event-driven) validated through 20–30 user playtests and mobile XR (Android) frame-budget constraints.

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RD

Senior 3D Generalist and Motion Designer specializing in game engines and pipeline optimization

Manaus, AM7y exp
CheilUNIASSELVI

Real-time VFX/shader and Unity integration specialist with experience shipping for VR and mobile hardware, including a Samsung VR product featuring a dynamic, speech-reactive character animation system. Strong focus on performance (70–90 FPS) through shader/texture optimization and hands-on tuning of Unity blend trees and animation transitions to eliminate popping and timing issues.

BlenderUnreal EngineUnity3D Animation3D Asset Production3D Modeling+46
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ZW

Zhifang Wang

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Mid-level Game Designer specializing in narrative design and AR/VR game development

7y exp
Beijing Liuqu Network TechnologyUniversity of Michigan

Game designer with hands-on UE5 Blueprint prototyping experience who built AR and VR gameplay systems end-to-end. Designed an AR dog-training game with daily-care progression and an AR heart-collection currency system, iterating via playtests to improve onboarding, spacing/balancing, and engagement; also implemented NPC interactions and minigames in a VR classroom simulator prototype.

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AK

Aman Kapoor

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Mid-level UI/Game Developer specializing in cross-platform game UI systems

New York, NY7y exp
New York UniversityNYU

UE5 gameplay scripter who built a player-facing skill tree for a third-person shooter end-to-end (icons in Illustrator, UI animations, Blueprint behaviors, HLSL shader effects) and migrated the system from Data Assets to Data Tables to improve maintainability and designer-friendly balancing. Also implemented modular weapon logic via base classes, playtest-driven tuning, and refactored broken UI flows into a centralized UI manager with QA-focused debug unlock flags.

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MK

Senior Technical Level Designer specializing in Unreal Engine open-world and Blueprint systems

Roswell, GA13y exp
Tripwire InteractiveTruckee Meadows Community College

UE5 gameplay scripter/system designer with shipped experience on Killing Floor 3, owning Blueprint-driven destruction/physics props and trap features end-to-end, including replication, performance optimization, and QA workflows. Also built a one-click light auto-generation tool on Maneater that reportedly saved the lighting team hundreds of hours, and uses fast test-map prototyping to validate mechanics (e.g., movement systems on Salem).

Unreal EngineWorkflow AutomationLevel DesignTechnical Level DesignGame DesignGameplay Design+48
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SP

Sawyer Porte

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Junior Game Designer specializing in systems, combat, and multiplayer gameplay

3y exp
SLEEPER BUILDUC Santa Cruz

Game economy/progression designer who owned the end-to-end progression system for an idle auto-battler (“Non-Order”), including multi-currency sources/sinks, upgrade pricing curves, and meta-progression. Uses spreadsheet modeling plus playtest/telemetry-driven iteration to address pacing and agency issues (e.g., adding a minigame, click-to-damage, and player skill tree) to reduce progression friction and improve replayability.

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DM

David Mahoney

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Senior Technical Narrative Designer specializing in VR and interactive storytelling

Irvine, CA9y exp
Unannounced VR ProjectsChamplain College

Mission/narrative designer with shipped VR experience on Lone Echo II, including designing and tuning a generator mission and its transition into a branching choice/free-exploration structure. Also builds UE5 Blueprint prototypes for narrative adventure concepts ("Runt"), implementing interaction-driven cinematics and iterating on camera pacing and character writing.

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JV

JR Vosovic

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Senior Game Designer specializing in Unreal Engine and AAA/indie gameplay systems

San Diego, CA26y exp
Digital Nomad Entertainment
PrototypingSystem designUI/UX designUnreal EngineAgile workflowsAnimation direction+32
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DA

Mid-level 3D Animator specializing in game animation and motion capture

Montreal, Canada4y exp
Cloud ChamberDawson College
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PR

Intern AI/ML Engineer specializing in data pipelines and full-stack web development

Sunnyvale, CA1y exp
PaystandUC Santa Cruz
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DR

Mid-level XR/VR Software Engineer specializing in Unity and immersive simulation

Phoenix, AZ4y exp
RocheTexas A&M University
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MM

Principal Unity Engineer specializing in real-time 3D simulation and multiplayer systems

Lisbon, Portugal10y exp
Rebel CarsInternational Islamic University Islamabad
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