Pre-screened and vetted.
Senior Game Developer specializing in interactive systems and real-time graphics
“Lead Programmer and Technical Artist on the 3D isometric boss-battler RPG Highrollers, where they owned core gameplay and technical architecture for an 11-person team. They stand out for building modular Unity/C# systems that improved iteration speed, plus adjacent experience in real-time vision/inference pipelines and small-scale multiplayer using Photon and Unity Netcode.”
Mid-level XR Developer specializing in real-time WebXR/Unreal/Unity systems
“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.”
Mid-level UI/Game Developer specializing in cross-platform game UI systems
“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.”
Senior Technical Level Designer specializing in Unreal Engine open-world and Blueprint systems
“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).”
Senior 3D Generalist and Motion Designer specializing in game engines and pipeline optimization
“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.”
Mid-level Game Designer specializing in narrative design and AR/VR game development
“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.”
Senior Technical Narrative Designer specializing in VR and interactive storytelling
“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.”
Junior Game Designer specializing in systems, combat, and multiplayer gameplay
“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.”
“Gameplay engineer with hands-on ownership of social/multiplayer Unity systems, including a visual scripting tool that unlocked user-generated worlds and expanded content from 3 internal maps to dozens of player-created experiences. Has shipped across VR and mobile, worked with Photon PUN networking, and is also experimenting with LLM-powered product features via a Go/AWS backend.”
Senior Game Designer specializing in Unreal Engine and AAA/indie gameplay systems
Mid-level 3D Animator specializing in game animation and motion capture
Intern AI/ML Engineer specializing in data pipelines and full-stack web development
Mid-level XR/VR Software Engineer specializing in Unity and immersive simulation
Mid-level Software Engineer specializing in full-stack platforms and applied AI
Entry-Level Media Artist specializing in capture art and environment art for games
Junior Game QA Tester and 3D Generalist specializing in game testing and asset creation
Principal Unity Engineer specializing in real-time 3D simulation and multiplayer systems
Mid-level Game QA Tester specializing in console, mobile, and VR compliance testing
Mid-level Data Analyst and Game Developer specializing in Python/SQL and Unreal Engine 5
Senior Gameplay Engineer specializing in VR and Unreal Engine systems
Senior CG Generalist and Game QA Tester specializing in 3D art, VFX, and AAA game testing