Pre-screened and vetted.
Senior Game & XR Developer specializing in Unity, Unreal Engine, and immersive learning
“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.”
Junior Robotics Software Engineer specializing in embedded radar and ROS2 autonomy
“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).”
Junior Software Engineer specializing in full-stack web and Android development
Staff-level Robotics & Computer Vision Software Engineer specializing in real-time GPU/ROS systems
Mid-level Product Designer & Engineer specializing in AI-native geospatial and data products
Senior Gameplay & UI Programmer specializing in VR game development
“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).”
Director-level CG/Animation Technical Director specializing in Unreal and VFX pipelines
“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.”
Staff Technical Artist specializing in character pipelines, rigging, and tools for games
“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.”
Junior Game Designer specializing in AI-driven systems and interactive narrative
“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.”
Senior Technical Game Designer specializing in gameplay systems and pipelines
“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.”
Senior Unity Engineer specializing in XR, mobile, and AI avatar experiences
“Unity/C# game engineer from Genies who built the avatar wearable customization system for Silver Studio and supported AI companion features through client-side LLM integrations. Stands out for combining clean architecture, analytics-driven product thinking, and practical optimization work across latency, AI cost controls, and mobile performance.”
Director-level Gameplay Designer specializing in 3Cs and combat for AAA games
“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.”
Senior 3D/XR Software Engineer specializing in automotive interactive applications
“UE5 UI engineer who built a production-ready, modular training/procedure framework with editor tooling so curriculum designers and technical trainers could author content without Unreal expertise. Deep hands-on ownership across C++/Slate/UMG/CommonUI, including MVVM architecture, cross-platform input/navigation, and rigorous UI profiling/debug tooling that can be stripped from shipping builds.”
Mid-level Software Engineer specializing in autonomous driving simulation and 3D mapping
“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.”
Senior Software Engineer specializing in game development and cross-platform apps
“Client Platform engineer with strong Unity/C# background who built a spec-driven code generation system bridging Unity C# to Kotlin and a React/JavaScript UI layer, reducing feature implementation overhead by hours. Has shipped/implemented networking layers for multiple games (including a mobile MOBA) spanning deterministic action-logging approaches and physics/state sync with latency compensation, and built desync detection to debug divergence. Also prototyped a shared VR/mobile app architecture at Meta (Supernatural) demonstrating a single codebase running on both.”
Junior Robotics & Computer Vision Engineer specializing in simulation and embedded systems
“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.”
Senior Unreal Engine Developer specializing in open-world RPG systems and multiplayer
“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.”
Intern-level Computer Vision & Graphics Engineer specializing in real-time 3D simulation
“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).”
Junior AI & Full-Stack Developer specializing in generative AI and web platforms
“Recent graduate with internship experience at Bausch + Lomb building Copilot Studio HR chatbots that reduced HR time spent on repetitive inquiries. Strong focus on conversational flow design, prompt-based steering for predictability, and thorough technical/end-user documentation; also building a personal YouTube AI SEO analyzer.”
Senior Game Designer specializing in systems, progression, live ops, and AI
“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.”
Junior Game Designer/Unity Developer specializing in systems and combat design
“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.”
Mid-Level Graphic & Visual Designer specializing in game marketing
Senior QA Test Analyst specializing in game and platform testing