Reval Logo

Vetted Unreal Engine Professionals

Pre-screened and vetted.

EA

Senior Technical Artist specializing in XR, game engines, and generative/agentic AI

Los Angeles, CA32y exp
Meta
View profile
JD

Joseph D’Alessandro

Screened ReferencesStrong rec.

Senior Game & XR Developer specializing in Unity, Unreal Engine, and immersive learning

Los Angeles, CA10y exp
Replay11Florida State University

UE5/VR-focused developer who has shipped real UE5 deliverables (Fab.com products and VR template projects used by graduate students) and built a modular VR training interaction system end-to-end using Blueprint Interfaces and Actor Components. Also shipped a game-ready UE5 character product (“Ryan the incredible”) with 180 animations and a scalable AnimBP, and has hands-on profiling/optimization experience reducing tick-heavy Blueprint logic.

View profile
RA

Junior Robotics Software Engineer specializing in embedded radar and ROS2 autonomy

Mountain View, CA2y exp
SonatusJohns Hopkins University

Robotics software engineer who has built full ROS 2 stacks for both a semi-automated robotic ultrasound system (UR5e + depth camera) and a quadrotor planning/MPC pipeline in Gazebo. Strong in integrating major ROS 2 frameworks (MoveIt/Nav2/RTAB-Map), writing custom packages (URDF, ACADOS-based MPC, laser landmark detection), and optimizing real-time behavior via GPU parallelization and distributed multi-threaded ROS 2 architectures; also contributes to ROS 2 core (structured parameters).

View profile
BY

Junior Software Engineer specializing in full-stack web and Android development

Fremont, CA3y exp
Cornell DEFT LabUSC
View profile
FW

Staff-level Robotics & Computer Vision Software Engineer specializing in real-time GPU/ROS systems

Orlando, FL12y exp
Electronic ArtsClemson University
View profile
SC

Senior Gameplay & UI Programmer specializing in VR game development

Warwick, UK8y exp
Build A Rocket BoyUniversidade Católica de Pernambuco

Unity/VR gameplay engineer with shipped Ubisoft experience on Assassin's Creed Nexus VR, improving core interaction systems (doors) for comfort and predictability and iterating mechanics (pickpocketing) using player feedback and analytics. Also prototyped Photon Fusion multiplayer features for a Rainbow Six Siege-related project, focusing on synchronization and tactical-feel networking tradeoffs, and has experience setting up project architecture and collaborating closely with design/UI teams (including at Sumo on a football manager project).

View profile
BR

Director-level CG/Animation Technical Director specializing in Unreal and VFX pipelines

Los Angeles, CA9y exp
California Institute of the ArtsCalArts

Animation pipeline/cinematics specialist focused on Maya-to-Unreal workflows, known as the go-to person for resolving "impossible" fringe export and data-mismatch issues (FBX versions, OS differences, tool bugs). Worked on high-profile titles including Hogwarts Legacy (proprietary cinematics module), Fortnite cinematics, LEGO 2K Racers, and Judas, supporting shots end-to-end from cloth sim pre-roll to facial/body performance alignment.

BlenderUnreal EngineLinuxMayaOctane RenderDaVinci Resolve+28
View profile
AM

Adrian Melian

Screened

Staff Technical Artist specializing in character pipelines, rigging, and tools for games

Remote, USA16y exp
CamouflajThe Art Institute of California – San Francisco

Lead Tech Artist/animation systems specialist with UE5 locomotion and VR experience, including a complex VR mech setup where player arm motion drove mech arms with intentional lag using IK and follow points. Has shipped experience across Meta Horizon VR (built Unity profiling tooling) and Call of Duty (animation performance fixes for runtime cinematics), plus a strong track record building artist-first pipelines like modular rig builders and an AI skinning framework.

View profile
XG

xiaowei guo

Screened

Junior Game Designer specializing in AI-driven systems and interactive narrative

Irvine, CA2y exp
PetchNortheastern University

Game economy/progression designer who owned an end-to-end multi-currency economy for a top-down kitchen management sim, balancing cash/reputation/XP with sinks like spoilage, maintenance, and rent. Uses telemetry + structured playtests and spreadsheet simulations to tune pacing, reduce mid-game churn, and prevent late-game inflation by adjusting efficiency/skill curves and phase-based balancing.

View profile
KC

Karel Chabera

Screened

Senior Technical Game Designer specializing in gameplay systems and pipelines

Orlando, FL9y exp
Electronic ArtsAcademy of Interactive Entertainment

Modes/progression designer on EA College Football (Dynasty and Road to Glory) who has owned multiple shipped progression systems, including recruiting and Road to Glory progression (meters, in-game reward triggers, and a "coach trust" meta-progression). Focused on modular system design and tuning/balancing for player-facing challenges and rewards, with strong QA-driven iteration and Blueprint-based prototyping practices.

View profile
RC

Rui Cheng

Screened

Mid-level Software Engineer specializing in autonomous driving simulation and 3D mapping

5y exp
SimForge AIHuazhong University of Science and Technology

Founding software engineer who built an autonomous-vehicle 3D digital twin using Unreal Engine 5 and CARLA, owning core simulator logic (traffic/scenarios/weather) and a ROS 2-based pipeline to record synchronized multi-sensor data (RGB/depth/segmentation/LiDAR/IMU/GPS). Also implemented distributed synchronization patterns (server + client prediction) using FastAPI and WebSockets; seeking roles with H1B transfer and targeting ~$110k.

View profile
RE

Remi Ercolani

Screened

Director-level Gameplay Designer specializing in 3Cs and combat for AAA games

California, USA21y exp
Hangar 13University of Burgundy

Gameplay/systems designer who owned the end-to-end gameplay redesign of Top Spin 4 (2011)—including player states, ball physics, shot resolution, attributes, and AI—with much of that work later reused in TopSpin 2K25 (2024). Deep experience balancing realism and responsiveness for competitive multiplayer/online play, using extensive playtesting plus telemetry analysis (Tableau) to tune timing windows and core mechanics.

View profile
TS

Tejal Shetty

Screened

Junior Robotics & Computer Vision Engineer specializing in simulation and embedded systems

Los Angeles, CA1y exp
DatawrkzUSC

Robotics software contributor with hands-on experience building a Gazebo/ROS(2) Mars rover simulation integrating LiDAR and image segmentation for autonomous navigation and SLAM (Nav2). Comfortable debugging low-level sim/model integration issues (URDF/XML) and building sensor-data pipelines, and has also shipped a real-world telemetry setup streaming vibration data over UDP with packet-loss mitigation.

View profile
BS

Senior Unreal Engine Developer specializing in open-world RPG systems and multiplayer

Austin, Texas6y exp
BioWareAnna University

Unreal Engine (UE5) gameplay engineer who built large-scale open-world RPG systems end-to-end, including world streaming, AI ecosystems, and networked combat. Strong multiplayer focus: used Unreal Insights/custom profilers to identify replication/physics bottlenecks and delivered >40% frame stability improvement via relevancy checks and proxy-physics strategies, plus deterministic fixed-step simulation with rollback/state correction.

View profile
RB

Ruyi Bao

Screened

Intern-level Computer Vision & Graphics Engineer specializing in real-time 3D simulation

Los Angeles, CA0y exp
Zhejiang Suteng Electronics Co.USC

Real-time 3D/C++ developer with hands-on engine-level systems work, including a 3D positional audio/Doppler pipeline stabilized against frame-rate jitter via fixed-timestep + interpolation architecture. Built a runnable 3D engine project featuring custom collision detection/response (AABB, SAT, sphere) with unit and edge-case testing, and has UE5 multiplayer movement experience implementing a custom sprint mode using Character Movement (SavedMove, intent prediction).

View profile
CD

Senior Game Designer specializing in systems, progression, live ops, and AI

Austin, TX13y exp
NetflixTexas State University

Level designer/gameplay systems designer who shipped on Squid Game Unleashed, taking ownership of bot navigation and a dynamic bot-profile system to keep matches flowing and bots feeling human via telemetry-driven tuning (Tableau/heatmaps). Also built a lightweight minigame variant/rules framework to rapidly ship fresh live-service content with minimal engineering/art overhead, and has live-ops economy/event design experience from MyVegas Bingo.

View profile
LW

Junior Game Designer/Unity Developer specializing in systems and combat design

Boston, MA3y exp
MITNortheastern University

MMORPG numerical/economy designer who built and tuned a dual-currency system (gold/agate), progression gates, and late-game sinks using quantitative models (including exponential curves) and telemetry segmentation by player level/assets. Implemented engagement drivers like roguelike repeatable dungeons and weekly leaderboard rewards, and partnered cross-functionally to resolve economy risks such as item tradability to keep outputs stable and controllable.

View profile
AA

Mid-Level Graphic & Visual Designer specializing in game marketing

Santa Monica, CA4y exp
Activision BlizzardMoscow State University of Psychology and Education
View profile
TF

Mid-level QA Tester and 3D Artist specializing in VR and game development

San Leandro, CA5y exp
RevivnAcademy of Art University
View profile
KP

Senior QA Tester specializing in AAA game quality assurance

Burbank, CA12y exp
Know Buddy GamesCalifornia State University, Monterey Bay
View profile
WS

Senior QA Test Analyst specializing in game and platform testing

Gwangju, South Korea10y exp
EPIKUC Irvine
View profile
KL

Mid-Level Gameplay Engineer specializing in multiplayer systems and game mechanics

4y exp
Cloud Imperium GamesUSC
View profile
DY

Junior Full-Stack & Mobile Developer specializing in data-driven product development

2y exp
Livelihood Impact FundWashington University in St. Louis
View profile
NB

Senior 3D/XR Software Engineer specializing in automotive interactive applications

California, USA9y exp
Lucid MotorsUC Santa Cruz
View profile

Need someone specific?

AI Search