Pre-screened and vetted.
Mid-level IT Desktop Engineer specializing in endpoint management and end-user support
Senior Sales Development Representative specializing in B2B SaaS and enterprise tech
Senior Performance Marketing Manager specializing in cross-channel digital campaigns
Junior Software/Data Engineer specializing in backend systems, ETL, and analytics
Senior Full-Stack Java Developer specializing in cloud-native microservices and modern web apps
Junior Network & Systems Engineer specializing in Fortinet security and automation
Mid-level Full-Stack Developer specializing in Node.js, TypeScript, and React/Next.js
Junior AI/ML Engineer specializing in LLMs, automation, and backend data pipelines
Mid-level Unity Developer specializing in gameplay systems, XR, and multiplayer
Mid-level Unity Game Developer specializing in mobile, WebGL, and PC games
Mid-Level Java Software Developer specializing in Spring and cloud-based web applications
Mid-level Full-Stack Software Engineer specializing in Java/Spring Boot, React, and AWS
Junior Full-Stack Engineer specializing in Next.js and modern web platforms
Junior Java Full-Stack Developer specializing in healthcare web applications
Mid-level Data Analyst specializing in SQL/Python analytics, ETL pipelines, and BI dashboards
“Data/AI practitioner who built a production LLM-driven healthcare claims analytics and dashboarding system to reduce avoidable ER visits—processing 1.4M+ claims, flagging 19% as non-emergent, and projecting ~$2.8M in annual savings. Demonstrates strong real-world LLM reliability and performance engineering (grounding, numeric validation, caching, materialized views, quantization) plus orchestration experience with Airflow and Azure Data Factory.”
Mid-level Software QA Engineer specializing in manual web/mobile testing and AI evaluation
Senior Unreal Engine Game Engineer specializing in real-time multiplayer gameplay systems
“Unreal Engine generalist (7 years) with hands-on ownership of end-to-end gameplay systems in real-time 3D C++ and UE5, spanning technical level design, animation/locomotion features, and multiplayer replication. Worked on a shipped Steam title ("Peak 53") implementing replicated systems like prone, scope, and ladder, and has also built MMORPG time/weather systems and a projectile/rocket launcher feature for a demo (Meta Island).”
Mid-level Unity Game Developer & Game Designer specializing in mobile and educational games
“Unity game developer who built the economic system for an idle game (Hospital Empire), using spreadsheet-driven planning and iterative stat tuning to shape player feel. Has experimented with multiplayer networking via Mirror on an FPS prototype and uses GitHub Copilot to support modular/OOP-oriented planning and implementation; prefers remote/flexible work.”
Mid-Level Unity Game Developer specializing in multiplayer and mobile/WebGL optimization
“Unity developer who built a multiplayer system for a game called Drift using Photon PUN, including backend API integration for authentication, score tracking, and live leaderboards. Has experience optimizing real-time sync for WebGL and automating data-to-ScriptableObject pipelines via a custom C# CSV importer generated with ChatGPT.”
Mid-level AI/ML Engineer specializing in NLP, GenAI, and conversational AI
“Built and deployed a production bilingual (Bengali/English) AI virtual assistant that replaced IVR for telecom customer service at massive scale (~15M users), integrating ASR/TTS, Rasa dialogue management, and custom NLP. Overcame low-resource Bengali data and noisy call-center audio with synthetic data augmentation and transformer fine-tuning, achieving significant production gains including ~50% reduction in support calls.”
Junior IT & Software Engineering Co-op with VR and computer vision projects
“Dual major in Computer Science & Engineering and Electrical Engineering who built a VR-based powered wheelchair assessment simulator with an NGO for disabled clients. Served as software/controls lead, implementing ESP32 head-array firmware (HID keyboard approach), Unity motion/physics and safety logic, and therapist-oriented scoring/logging; achieved <50ms motion variability and reduced collisions by ~50% in user trials.”