Pre-screened and vetted.
Director-level Creative Director & Video Editor specializing in film, TV, and video game marketing
Senior Unity/XR Engineer specializing in VR games, multiplayer, and serious simulations
“Unity VR senior developer with ~8 years in VR and ~3 years focused on Meta Quest, building multiplayer training/digital-twin style experiences. Strong Photon (PUN/Fusion) background, including solving tricky networked object attachment/jitter issues via ownership and local-physics strategies. Demonstrated hands-on performance turnarounds in VR scenes using Mesh Baker, LODs, and impostors, plus experience shipping social multiplayer VR activities with Photon Voice.”
Senior Composer & Sound Designer specializing in game and TV music
“Composer/audio editor specializing in longform picture-driven music edits and mixes, with TV credits including the comedy series "Crossing Swords." Experienced blending diegetic jazz with suspenseful orchestral scoring, building seamless transitions with stingers/silence, and using Cubase templates plus iZotope RX-driven dialogue integration for high-retention web/advertising content; based in Portland, OR and seeking remote work around $70k.”
Senior Software Engineer specializing in C++ tooling, CI/CD, and Unreal Engine pipelines
“Gameplay programmer with hands-on Unreal Engine multiplayer shooter experience, notably overhauling aiming/ADS using Enhanced Input and curve-table-driven response curves plus subtle aim assist. Demonstrates strong networking judgment (client-side prediction vs server authority for anti-cheat) and a systems mindset, adding automation/analytics to speed iteration and improve decision-making.”
Senior/Lead Game Developer specializing in Unity and cross-platform multiplayer games
“Veteran Unity game developer with extensive multiplayer networking experience (Photon PUN2/Quantum/Fusion, Unity Netcode), including work on Payday: Crime War and an in-development arena battler using Invector + PUN2. Also builds cloud backends for Unity titles (Azure/PlayFab/Firebase, SQL, CI/CD) and actively uses multiple AI assistants to speed up architecture and implementation.”
Mid-Level Game Designer specializing in systems and economy design
“Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.”
Mid-level Game Designer specializing in systems, balance, and live updates
“Game designer currently leading design on a Mario Party-like party game, owning mode design, economy, and meta-progression. Uses playtests and A/B tests to tune fairness-focused systems (e.g., dynamic power-ups accounting for player standing and turn order) and prototypes quickly in UE5 Blueprints. Previously shipped a mixed-reality version of Knockout League’s Knockout Alley mode for a Quest 3-aligned release.”
“Solo developer who shipped an Android game (Master Caster) built around touch gesture recognition (P$ algorithm) and data-driven potion/ingredient systems using JSON/dictionaries. Has hands-on experience optimizing Unity projects for mobile constraints (framerate, heat/battery) using techniques directly applicable to VR, and is actively porting the game to VR in Unreal with a focus on accessibility and room/standing/seated play modes.”
Intern Software Engineer specializing in AI/LLMs and full-stack development
“AI/ML infrastructure-focused engineer who has built production RAG systems from scratch (Supabase/pgvector + OpenAI embeddings) and iterated using formal eval metrics to improve retrieval quality. Also debugged real-time audio issues in a LiveKit-based pipeline by correlating packet loss with VAD behavior, and has deep experience building brittle, customer-specific financial platform integrations in Python/Playwright (2FA, redirects, token refresh, rate limits).”
Mid-Level 3D Character Animator specializing in game emotes and Unreal implementation
“Gameplay animator with shipped console/PC experience on Warner Bros. Games’ MultiVersus, focused on character emotes, cinematics, and gameplay tickets. Recently implemented a realistic “semi-cinematic” interaction sequence in UE5 (camera easing, spline-guided movement with partial player control, motion-matching locomotion, montage/notify sync, and cloth + joint animation), and is comfortable owning the full Maya-to-UE implementation loop.”
Senior Technical Designer specializing in gameplay systems, tools, and VR/AAA pipelines
“Game/technical designer with live-service ownership at Wargaming (World of Tanks) driving KPI-based monthly events and engagement loops via data-informed reward tuning. Recently shipped Batman Arkham Shadow by automating a narrative pipeline that converted script-graph dialogue into a string library, cutting weeks of work down to hours under aggressive deadlines. Experienced rapid prototyping in UE4 (including AI-driven mode logic) and cross-functional alignment practices.”
Senior Gameplay Engineer specializing in Unity/Unreal gameplay, AI, and narrative systems
“Game developer with 13 years in the games industry who built a Unity VR feature using machine learning to recognize player-drawn spell symbols, training an accurate neural network from an existing dataset and solving tricky screen-space/world-space input constraints. Actively uses AI assistants for targeted code snippets and code review while emphasizing understanding over "vibe coding," and is interested in expanding into multiplayer/networking.”
Senior Unreal Engine Game Developer specializing in multiplayer systems and VR
“Gameplay/network systems developer with shipped experience at Narsun Studios and Volition, including end-to-end ownership of a custom multiplayer session system for a VR title built on Unreal Online Subsystem with dedicated servers on AWS GameLift and PlayFab backend. Strong in profiling-driven optimization, scalability/load testing, and data-driven progression/balance (GAS), with telemetry-led changes that improved retention by ~20%.”
Junior Software Engineer specializing in AI, computer vision, and medical imaging
“Unity developer with deep GPU compute experience who shipped a web-deployed CAD-style app requiring real-time mesh manipulation, solving performance and browser memory-limit issues via compute shaders and mesh chunking. Built an independent Unity gravity simulation using Schwarzschild approximation and geodesic integration, and has also worked on game-engine threading/job-queue architecture using AI-assisted workflows.”
Mid-level Game Designer specializing in systems and gameplay
“Game QA tester/designer hybrid with hands-on Unreal Engine 5 technical debugging experience, focused on NPC AI navigation and performance. At Lantern Tower Games (Telmahre), owned end-to-end quality for an NPC system (dynamic navmesh, moving platforms, EQS, actor pooling), using Unreal Insights and asset reference refactors (hard->soft + async loading) to resolve critical memory/performance issues while collaborating closely with engineering and level design in Scrum.”
Senior Game Economy Designer specializing in live-ops economies and monetization systems
“Game economy designer with experience on live F2P mobile titles including Jurassic World: The Game and Ubisoft’s NFL Primetime Fantasy. Built and tuned virtual currency/market systems end-to-end, using Excel simulations and analytics dashboards to forecast progression, prevent inflation, and iteratively improve engagement, retention, and player satisfaction in live ops contexts. Based in Montreal (East Coast) and seeking ~80k CAD; not able to relocate to the Pacific.”
Senior Software Engineer specializing in systems and workflow architecture
“Computer science capstone project: built a UE5 VR campus virtual-tour simulator using Blueprint scripting, including trigger-box interactions that display building/department info. Spent significant time in QA/playtesting to reduce motion sickness and improve UX, and handled a challenging asset pipeline by converting/optimizing high-detail AutoCAD/scan-derived building models via Blender—ultimately creating a custom plugin to help with conversion.”
Senior QA Analyst specializing in game development and live service quality
Senior QA Analyst and Game Designer specializing in educational games and game audio
Senior Research/Data Engineer specializing in AR/VR telepresence and healthcare AI