Pre-screened and vetted.
Principal Technical Artist specializing in real-time 3D pipelines, XR, games, and BIM
Senior Software Engineer specializing in Unity game and VR multiplayer development
Senior XR/VR Developer specializing in Unity multiplayer MR and technical art
“Unity/Meta Quest programmer with 2 years of experience shipping two award-winning VR games (Spatial Ops and Twenty Guys) now live on the Meta Store with 4.8+ ratings. Contributed major gameplay/tech systems including co-location, an in-game map editor, and active ragdoll/physics interactions, and has also built Unity apps largely solo spanning rendering, shaders, serialization, VFX, and async/state management.”
Executive Software Architect specializing in Cloud, Security, and SaaS
“Cloud consulting veteran building DragnCloud, an agentic cloud infrastructure builder aimed at teams outgrowing Heroku/Supabase who need complex setups (data pipelines, custom LLM hosting, multi-tier apps) without hiring consultants. Has SaaS background and has served as a Fractional CTO for funded companies; currently focused on landing the first 20 customers and expanding automation into higher-value workflows.”
Senior Technical Artist specializing in real-time XR performance and rendering systems
“UE5 gameplay/tech designer focused on VR and performance, with shipped systems spanning networked energy-driven Niagara VFX for a mobile VR live-concert MMO and an end-to-end performer avatar builder supporting editor/runtime and JSON-serialized UGC workflows. Known for deep profiling/debugging (Unreal Insights, Niagara CPU vs GPU emitter behavior) and for refactoring/optimizing animation and rendering across PC and mobile VR constraints.”
Senior Game Developer specializing in Unity/Unreal and XR (VR/AR)
“Unity developer who built a physics-driven city traffic AI system for a car driving simulator, including modular managers/handlers to enforce traffic lights and speed-limit zones around the player. Also has prior Photon PUN multiplayer experience implementing matchmaking/rooms, movement sync, and RPC-based actions for simple competitive games.”
Senior Gameplay Animator specializing in character animation, rigging, and Unreal Engine pipelines
“Gameplay animator with shipped title experience (Guilty Gear Xrd) and hands-on AAA-style action/simulation work, spanning hand-keyed cinematic gameplay moments, UE5 animation blueprint/state-machine implementation, and full mocap cleanup/polish in MotionBuilder/Maya. Notable for building scalable animation solutions across varying character sizes (takedowns) and for significantly accelerating production workflows (cutting pose time from hours to ~30 minutes).”
Senior Unity Developer specializing in game AI and NPC systems
“Unity game developer focused on gameplay AI and combat feel; reverse-engineered and recreated Devil May Cry-style enemy behavior using an attacker/bystander system constrained by the camera frustum, including custom math to solve circle–frustum intersections. Has shipped/worked on multiplayer projects using Photon Fusion and Unity Netcode for GameObjects, with practical experience making state/RPC synchronization decisions.”
Mid-level AR/VR & Unity Developer specializing in mobile XR and real-time 3D
“Game/VR simulation developer who built and shipped multiple VR training levels (e.g., nursing and scientific method) at VXR Labs, owning level implementation and backend logic. Experienced in Unreal Engine 5 Blueprints prototyping (including a horde mode) and in designing tightly gated, step-based educational experiences while collaborating closely with educators/subject-matter experts to balance realism with VR feasibility.”
Senior Technical Designer/Engineer specializing in Unreal Engine and AR/VR interactivity
“UE5 Blueprint-focused gameplay developer who shipped a VR rhythm title (Starwave), owning the player-facing star-hit interaction/feel and iterating heavily through playtests without dedicated QA. Also designed a modular tutorial/quest system by decomposing quests into reusable components so writers could assemble content independently, and has experience debugging Unreal Nav Mesh pathing issues that impacted gameplay and load times.”
Senior Multimedia & Game Development Specialist (3D animation, tools, interactive/VR)
“Unity game developer with hands-on experience improving platformer feel through playtest-driven movement tuning (e.g., coyote time) and building multiplayer features using Unity Netcode for GameObjects (authentication, lobbies, transport troubleshooting with UDP). Uses AI assistants pragmatically for repetitive code/architecture exploration while integrating changes manually to prevent regressions.”
Senior Systems Engineer specializing in VR gameplay architecture and real-time AI integration
“Gameplay/systems developer with shipped VR experience on Meta Quest (Litesport), owning a real-time workout scoring and progression system end-to-end including hit validation, HUD/UI, session state, and persistence. Known for event-driven architecture that decouples gameplay from UI, data-driven tunables for multiple modes, and rigorous VR performance work to hold 72 FPS using on-device profiling and debugging.”
Senior Unity Game Developer specializing in mobile and VR experiences
“Unity developer with experience building an optimized comic-reader/content delivery system for Marvel HQ using Addressables—avoiding bulk downloads and dynamically loading/unloading pages to reduce mobile memory/disk usage and improve runtime performance. Also has multiplayer experience using server-authoritative Netcode with prediction and deterministic battle behavior, including real-time kinematic body tracking, and leverages AI tools (Cursor/Manus) to speed prototyping and refactoring.”
Mid-level Game Developer specializing in Unity and Unreal Engine
“Unity game developer focused on single-player casual/hyper-casual titles for TV and mobile platforms. Built an event-driven, modular progression/time-access system spanning rewards and monetization (daily rewards, subscriptions, one-time offers) and emphasizes mobile performance optimization using Unity Profiler, pooling, memory tuning, and Addressables; uses AI to prototype/validate time-based system approaches.”
Senior Unity/C# Engineer specializing in games, AR, and AI systems
“Unity/C# engineer with hands-on ownership of a server-backed resource loading pipeline that kept build size small, preserved UI responsiveness via parallel services, and handled dynamic asset replacement with ghost objects and memory cleanup. Also brings a pragmatic, architecture-first approach to AI/LLM integration, emphasizing provider abstraction, testing, cost control, and guardrails for hallucinations.”
Mid-level Unity & C# Developer specializing in VR and mobile games
“Unity/VR developer who shipped the multi-headset project Animotive (primarily on Quest 2/Quest Pro), contributing across design, development, bug fixing, and documentation. Notably tackled a difficult multiplayer problem: synchronizing session restarts for all users and rejoining with identical session data despite 3rd-party networking/API constraints. Also built a mostly solo turn-based strategy prototype for Gamescom 2025 featuring a custom sketch-style full-screen blit shader and pattern-driven AI/UI architecture.”
“Game design capstone project owner who built and tuned a full steal/sell/upgrade progression economy for a house-robbery game, including item weight/value balancing, upgrade pacing, and difficulty gates (police/NPC detection). Iterated via playtests and basic telemetry signals (purchase rates, item selection) and implemented a code-driven item attribute system to speed tuning, while also negotiating scope tradeoffs with the team around adding minigames.”
Mid-level VFX/Game Artist specializing in real-time effects and shaders
“Generalist game artist/VFX creator working in a small indie studio, with hands-on experience shipping mobile/VR-friendly real-time effects in Unity (e.g., a bonfire built with Shader Graph plus Shuriken particles). Strong focus on performance tradeoffs for mobile—draw calls, memory, texture atlasing/material reuse—and uses profiling/testing to choose the right approach (shader vs flipbook vs particles).”
Mid-Level Technical Game Designer and Game Developer specializing in VR and Unity
“Unity/C# developer with shipped VR multiplayer experience (Photon, server-authoritative networking) including a safety-critical VR title (Swashbuckler at GrooveJones). Built a runtime content pipeline that loads Photoshop files from StreamingAssets and auto-preps basic animations, letting artists iterate in-engine without touching the Unity project—dramatically accelerating asset creation and increasing the volume of illustrated content.”
Junior Game Developer specializing in gameplay systems, UI, and procedural generation
“UE5 gameplay scripter (Blueprint-focused) from small startup teams who specializes in setting up core project architecture (game loop/data flow, controller, game instance, UI/menu) and building modular systems reused across multiple games. Rebuilt a save-system architecture from scratch to replace a problematic asset and improve scalability/maintainability, and has hands-on performance optimization experience (profiling, level streaming, Nanite-to-LOD tradeoffs). Also implemented a realistic cricket match simulation using Markov chains and transition matrices.”
Mid-level Game/VR Software Engineer specializing in Unity and Unreal multiplayer
“Unity/VR multiplayer developer with Photon Fusion experience who focuses on "game feel" and networking performance—profiling input/velocity to replace linear interpolation with Animation Curves, and refining camera smoothing to improve playtest feedback. Also has Unreal Engine C++ multiplayer experience with Epic Online Services and applies bandwidth-minimization strategies for smooth real-time VR under latency.”
Senior XR Engineer specializing in spatial computing and cross-platform Unity systems
“XR/Unity developer who built an underwater experience (Visutate) featuring reactive flocking fish that respond to user presence and hand-feeding interactions. Also implemented multiplayer using Unity Netcode, addressing sync challenges via reduced streamed data and client-side prediction; prefers impactful work in startup-style environments.”
Senior Game Developer specializing in Unity/Unreal, networking, and AR/VR
“Unity game developer with hands-on experience implementing NPC AI via behavior trees to create more diverse and engaging opponents. Has worked with multiple Unity networking stacks (Photon, Mirror, FishNet) and can articulate practical tradeoffs like Photon’s relay layer reducing NAT traversal complexity; prefers an initial ramp-up period followed by strict working hours.”