Pre-screened and vetted.
Mid-level QA Functional Tester specializing in AAA video game testing
Mid-Level Unreal Engine Engineer specializing in gameplay systems and UI tools
“Unreal Engine 5 gameplay/systems developer who led major core features for the Early Access Steam city builder Geopogo Cities: Windsor Detroit, including an end-to-end building placement system tightly integrated with economy, AI pedestrians (Mass AI/Zone Graph/State Trees), and procedural city block generation. Also built a third-person exploration layer with character customization, stamina, and animation retargeting on top of the City Sample Crowd framework, plus shipped player-driven UX improvements based on live Early Access feedback.”
Senior Unity Developer specializing in VR/AR simulations and real-time 3D tools
“Unity/C# VR developer who shipped core UX infrastructure (a reusable Toast Manager) used for state-change/error/CTA notifications, designed to be easily consumed by other engineers via a one-line API. Has shipped on Meta Quest (Adobe Substance 3D Reviewer) and built cross-platform controller mappings with Unity Input Actions, emphasizing event-driven performance and profiling. Worked alongside a Photon networking lead to integrate gameplay/UI systems with multiplayer synchronization patterns (ghost players/drift correction).”
Executive Game Systems & Animation Engineering Leader specializing in console and Unreal/Unity
“Unity/C# engineer with AAA and social MMO experience who owned and shipped a marquee VR gameplay system for Meta Quest, using advanced 3D math and closed-form optimization to maintain a solid 60 FPS on constrained hardware. Also builds LLM systems from first principles and integrates native inference into C# pipelines, and has deep multiplayer architecture experience (Photon/Netcode/frame sync) including fault-tolerant WebSocket messaging for mobile connectivity dropouts. Prefers contract work; time zone flexible (EST).”
Executive Technology Leader (CTO) specializing in cloud, AI/ML, and scalable product platforms
“Technical leader and hands-on engineer with 20+ years of experience who has previously raised funding and exited a venture. Currently bootstrapping a new AI-direction startup with personal and family capital, leveraging structured financial planning and a relationship-driven approach to investor outreach.”
Mid-level Full-Stack Engineer specializing in AI, automation, and synthetic data
“Full-stack product engineer who has owned complex internal platforms end-to-end, spanning React/TypeScript frontends, Flask/Redis backend systems, and relational data design. Particularly strong at turning technically dense workflows into intuitive user experiences, including a synthetic-imagery platform adopted by multiple Army research labs and a marketing analytics system with 99.99%+ uptime.”
Junior Software Engineer specializing in Cloud, Full-Stack, and Data Engineering
“Software engineer with experience across data engineering and backend/platform work: owned a Databricks/PySpark real-time pipeline powering customer dashboards with a 15-minute SLA, and helped modernize an investor web app from JSP to React/TypeScript with API + SQL/materialized-view performance improvements. Also contributed to breaking a Java monolith into microservices (Redis + gRPC on AWS EKS) and built an EC2-deployed Play Store/App Store crawler that reduced third-party data costs.”
Senior Game Developer specializing in VR and multiplatform Unity titles
“Unity developer with experience shipping on Meta Quest, tackling VR constraints through disciplined shader/particle usage and a custom rendering approach that only draws visible quads. Builds systems with cross-platform portability in mind via abstraction layers (input/networking/UI) and is currently developing a 2D visual novel/strategy prototype emphasizing decoupled architecture and ScriptableObject-driven events.”
Entry-Level Game Developer specializing in Unreal Engine gameplay systems
“Junior Unreal Engine developer who owned end-to-end UI implementation for a UE5 horror-game vertical slice, building production-minded subtitle and interaction UI with responsive UMG layouts and polished transitions. Demonstrates strong UI architecture instincts (MVVM-style separation, layered screen ownership, cross-input focus behavior) and uses Unreal profiling tools to diagnose and reduce redundant UMG updates.”
“Game QA tester with experience on multiple commercial (non-AAA) titles including Amateur Surgeon 4 (separate iOS/Android test plans), Desync, and Rick and Morty VR. Focuses on gameplay/performance risks and is known for clear, visual bug reporting (screenshots and hand-drawn visuals) to help teams reproduce and understand issues; worked in a structured QA org where supervisors handled developer-facing verification tracking.”
Senior Game Designer specializing in gameplay systems, progression, and prototyping
“Game designer with shipped experience creating and tuning alternative modes for a beer-pong-inspired title (Bounce Shot), including convention playtests that turned modes into fan favorites and sparked community-run tournaments. Also contributed to late-game retention improvements on Deer Hunter 2014 by increasing mission variety through themed animal randomization, generating organic buzz across forums and social channels. Prototypes quickly in UE5 Blueprints and writes implementation-ready mode specs with UX/animation/economy considerations.”
Junior Computer Science Engineer specializing in AI-driven game dialogue systems
“Unity generalist who has shipped a solo VR tangram game for Meta Quest, handling everything from asset art to mechanics and multi-level logic. Built an original 2D top-down pixel-art game (“Mental Twist”) combining campus exploration with puzzle-based courses and a time/HP/XP-driven progression and grading system; prefers structured production environments and is currently seeking a 9-to-5 schedule.”
Senior Game Designer and Producer specializing in 3D/VR interactive experiences
“Lead game designer/producer who shipped a Fortnite TMNT-themed rogue-like dungeon crawler, owning progression, economy, and tuning. Improved retention measurably by replacing a linear points system with an exponential economy formula, increasing playtime by ~50%, and iterated quickly via playtests (mini-boss pacing, weapon drop-rate balance). Also built UE Blueprints for FPS animation montages and state transitions to address clunky movement feedback.”
Senior Unity/Unreal Gameplay & Simulation Engineer specializing in immersive training
“Game developer with hands-on end-to-end ownership as a solo Unity/C# developer, building a node/grid-based 2D gameplay system designed for fast iteration via event-driven, component-based architecture. Also prototyped Unity-to-external LLM integration over WebSockets (JSON world snapshots, async responses) and has Unreal Engine multiplayer experience (server-authoritative replication/RPCs) plus VR performance/UI optimization work.”
Senior Game AI Designer specializing in Unreal Engine gameplay systems
“UE5 Blueprint-focused gameplay/AI developer specializing in combat creatures and reusable, data-driven systems. Built a player-facing AI dodge mechanic that stays navmesh-safe via trace-based space checks and tuned it with cooldowns/probabilities, validating timing against ~250ms player reaction speed using a dedicated test map and logging. Experienced collaborating cross-discipline to propose features, request assets, prototype quickly, and iterate based on QA/playtests and creative direction.”
Animation Director and Senior 3D Animator specializing in AAA games and cinematics
“18-year game/real-time animation veteran with shipped AAA experience (e.g., Just Cause 4) and credits across titles like Borderlands 3, The Outer Worlds, Bloodlines 2, and Disintegration. Has served as Animation Director (Decoy Games), leading internal/external teams and defining gameplay/cinematic style, with deep hands-on expertise in mocap + hand-key pipelines, UE integration, and performance-focused iteration in-engine.”
Senior Software Engineer specializing in game engine and systems programming
“Unity/C# developer who built highly flexible gameplay systems (a data-driven scrapping/recipe system and an interruptible coroutine-based AI system) for the game Z-Poc, with a strong focus on architecture tradeoffs and performance. Shipped multiple iOS/Android educational games and improved a children’s book app experience by implementing lazy loading/background image loading to reduce initial load time; also built custom JSON-based networking for a turn-based business sim (JATitan).”
Mid-level Software Engineer specializing in Unity simulations and gameplay systems
“Unity/C# gameplay engineer with strong multiplayer systems experience, including shipping a DarkRift-based server-authoritative architecture with prediction/reconciliation and measurable gains: frame time improved from ~30ms to 18ms and packet sizes dropped by roughly 40%. Also brings practical thinking around AI-assisted content tooling, using async service layers, JSON pipelines, and validation rules to support designers without disrupting production workflows.”
Senior Unity Engineer specializing in games and interactive experiences
“Gameplay engineer with hands-on ownership of a computer-vision body-tracking system that powered Dance Break, a full-body dance game shipped across Windows, Mac, iOS, and Android and used at large live events like EDC Las Vegas and Alibaba CoCreate. Particularly strong in performance-sensitive Unity systems, cross-platform optimization, and multiplayer architecture decisions, with experience spanning mobile, VR, and deterministic networking.”
Senior Technical Project Manager specializing in game development QA and SDK releases
“Game tester with hands-on QA experience primarily on mobile and PC titles, looking to transition into console testing. Emphasizes critical-path prioritization (e.g., crashes) and uses AI-driven R&D to ramp quickly while reviewing test cases and masking sensitive data.”
Junior Solutions Engineer specializing in automation and AI-driven product workflows
Junior Software Engineer specializing in Python, data analysis, and full-stack development
Mid-level Game QA Lead specializing in test automation and multi-platform console QA
Mid-level Sales & Operations professional transitioning to Junior Frontend Development