Pre-screened and vetted.
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
Senior QA Engineer specializing in AR/VR, 3D pipelines, and performance testing
Senior Gameplay Animator specializing in combat, locomotion, and Unreal Engine 5
“Gameplay animator on shipped VR title Asgard's Wrath 2 (Meta Quest), specializing in NPC combat and finisher animations. Known for taking mocap-based performances beyond cleanup—tightening timing, sharpening contacts, and improving silhouettes for close-range VR readability—validated through repeated in-engine UE5 gameplay testing.”
Intern Robotics Software Engineer specializing in motion planning and robot perception
“Robotics software engineer with Amazon Robotics internship experience who built a visual-servoing architecture from scratch, navigating multiple simulator pivots to achieve a closed-loop motion-planning and execution prototype. Currently working with ROS 2 on a medical assistive feeding robot using the Kinova Kortex platform (MoveIt2, ros2_control, Gazebo/RViz), and has demonstrated strong real-time debugging and distributed-system synchronization using Carbon and Docker.”
Senior Full-Stack Software Engineer specializing in workflow automation and healthcare AI
“Backend/data engineer who has owned production Python APIs and high-throughput async workflows on AWS (FastAPI, Docker, ECS/EKS/Lambda) with mature reliability practices like idempotency, bounded retries, circuit breakers, and strong observability. Also built AWS Glue ETL into an S3/Redshift lakehouse and modernized legacy batch systems via parallel-run parity testing and feature-flagged migrations, including a SQL tuning win cutting a multi-minute query to under 10 seconds.”
Senior Unity Engineer specializing in XR and game development
“Unity/C# gameplay engineer with hands-on experience shipping end-to-end game systems, including a story mode pipeline on Marvel Mighty Heroes that supported designers directly and improved player retention. Also brings experimental AI/LLM and VR experience from Meta hackathons plus Photon multiplayer and cross-platform VR/mobile prototyping expertise.”
Junior Game Developer / Technical Designer specializing in UE5, Unity, and character pipelines
Staff QA & Performance Engineer specializing in mobile, graphics, and AR/VR testing
Senior Creative Technologist specializing in XR, interactive installations, and real-time graphics
Senior Technical Game Designer specializing in AI, combat systems, and VR
Senior Gameplay Animator specializing in real-time character and combat animation
“Senior gameplay animator with shipped AAA experience on Just Cause 4 (cinematics) and deep UE5 implementation experience—often operating as one of the only animators on a project. Led multiple combat-style animation sets, owned mocap cleanup/polish workflows across Maya/MotionBuilder and UE5, and partnered with engineering/tech animation on systems like AI-driven talking characters (viseme setup).”
Senior Gameplay/AI Engineer specializing in Unreal Engine game AI systems
“Senior Software Engineer with deep Game AI expertise (often the primary AI specialist on the team) who shipped a player-bot system in an Unreal-based battle royale to fill matchmaking gaps, reducing off-hours queue times and improving retention. Also owned complex multiplayer match-start/drop-sequence synchronization and has experience optimizing core gameplay systems (e.g., line-of-sight calculations) on Call of Duty at Infinity Ward.”
Junior Technical Artist specializing in rigging and real-time VFX for games and medical simulation
“Real-time character animation/tech art specialist spanning Maya rigging/auto-rigging through UE5 Animation Blueprints, Control Rig (FBIK/IK), and motion matching. Has shipped performance-focused work on an FPS targeting 60 FPS with 20+ AI and motion matching, using Unreal Insights, URO, PCA, and gameplay-tag pruning. Also collaborated on a VR brain-surgery simulation, translating desired vascular behavior into procedural Control Rig spring-based animation via rapid prototyping.”
Mid-level Game Audio Designer and Technical Game Designer specializing in AAA and immersive audio
Mid-level Robotics/Mechatronics Engineer specializing in autonomous systems and robot manipulation