Pre-screened and vetted.
Senior QA Engineer specializing in AR/VR, 3D pipelines, and performance 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 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.”
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.”
Staff QA & Performance Engineer specializing in mobile, graphics, and AR/VR testing
Junior Game Developer / Technical Designer specializing in UE5, Unity, and character pipelines
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).”
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
Mid-Level Physics/Simulation Engineer specializing in gameplay and real-time destruction
Senior Gameplay Systems Designer specializing in progression and live-service economies
Executive Founder & Corporate Strategy leader specializing in AI data analytics and gaming
“Startup CEO/founder (9 years) who built an AI data assistant and ran cross-functional GTM + engineering prioritization using OKRs and KPI-driven sales experimentation. Previously worked in finance on M&A due diligence for multi-billion-dollar transactions, including hands-on NDA/confidentiality work; seeks roles at $250k+ depending on equity and fit.”
Animation Director specializing in character performance and real-time previs
“Gameplay/cinematic animator and animation supervisor with 20+ years in CG across games, film/TV, VR/AR, commercials, and apps, including primary animation ownership on Louis Vuitton’s "Louis the Game" (Maya-to-Unreal). Strong real-time pipeline and mocap cleanup/export expertise (FBX), known for diagnosing issues like gimbal lock and coordinating with rigging/pipeline/Unreal teams; recently supervised an unreleased 8-minute Unreal-rendered cinematic trailer.”
Senior Gameplay & Character Animator specializing in cinematic and interactive game animation
“Gameplay/cinematic animator with shipped AAA experience at Naughty Dog (The Last of Us Part II) and Retro Studios (Metroid Prime 4: Beyond), spanning in-game cinematics, player interactions, and mocap cleanup/polish in Maya. Also built locomotion and combat animation for an open-world multiplayer brawler at GameFam, partnering with engineering on hit/reaction prioritization and interruption rules to keep combat readable and coherent in real time.”
Mid-level Gameplay Engineer specializing in Unity and Unreal Engine
“Gameplay engineer with hands-on experience across Unreal Engine 5 and Unity, owning systems from level streaming/teleportation to motion-matched character movement. Has shipped/implemented multiplayer features including GAS-based replication with prediction/reconciliation and a deterministic lockstep runner using fixed-point math. Strong at diagnosing hard-to-repro physics issues and balancing performance/feel (e.g., mobile voxel A* pathfinding at 60 FPS, Chaos destruction tuned to avoid trapping players).”
Mid-level Game Designer specializing in narrative-driven AAA experiences
“World of Warcraft quest designer who owned end-to-end quest pipelines and shipped standout content, including the memorable escort/stealth quest “Klaskin’s Great Escape” tuned through playtests and a Dragonflight capstone framing story that drove higher side-quest engagement. Experienced in Lua scripting, reward/economy balancing, and building daily/weekly endgame loops (Beetle Ranch/Rak-Ush), with recent UE5 Avalanche node-based VFX prototyping exposure.”
Senior Game Designer specializing in systems, combat, and live-ops game modes
“Game designer with shipped experience on Squid Game Unleashed (mobile) and Radical Heights (battle royale), owning multiple modes end-to-end from paper design and greybox through tuning, QA, and live ops/backend rollout. Demonstrates strong Unreal/Blueprint prototyping, pacing-focused iteration (targeting 70–90s rounds), and building meta challenge systems that stay fresh via monthly/seasonal rotations and player-feedback-driven map weighting.”
Senior QA Engineer specializing in game quality ownership, automation, and analytics
“QA/engineering background spanning Riot Games (VALORANT leaderboard systems) and early-stage startups. Has hands-on experience improving performance and reliability via caching, rate limiting, deduplication/idempotency, and shipping/validating high-stakes production hotfixes; also builds Next.js/TypeScript projects and automation/internal tools (Python).”