Pre-screened and vetted.
Staff-level Game & Interactive Software Engineer specializing in Unity and real-time experiences
Senior Unity Engineer specializing in VR/AR and game systems
“Unity generalist and lead engineer with shipped Meta Quest VR experience, including leading the refactor of BoxVR into FitXR (subscription multi-studio fitness app) and running the core tech team. Also built and shipped a mobile wingsuit game (Wingsuit Pro) with one artist that reached #1 in Sports in 8 regions, demonstrating strong gameplay iteration and performance optimization expertise.”
Principal Unity Developer specializing in XR/VR and mobile games
“Unity game developer who built a context-sensitive movement and camera system for a grid-based dungeon crawler and used DOTween for key gameplay animations. Worked at Chimera Entertainment on Songs of Silence, contributing via bug fixes, working within an existing Photon Fusion protocol, and implementing a UI-heavy in-game lexicon; also leverages AI tools (e.g., ChatGPT) to accelerate editor/tooling and gameplay scripting.”
Senior Unity Developer specializing in multiplayer gameplay and cross-platform systems
“Senior gameplay/core systems Unity programmer with hyper-casual mobile experience (Neon Play with Voodoo analytics partnership) and shipped F2P engagement mechanics like battle passes and reward/store loops. Built an optimized networked physics replication layer in Unity (compression, batching, interpolation/prediction) leveraging Jobs/Burst for scale, and has collaborated closely with designers, audio (FMOD), and international art teams on projects including Southfield and the Gorillaz Kong project.”
Senior Game Developer specializing in interactive systems and real-time graphics
“Lead Programmer and Technical Artist on the 3D isometric boss-battler RPG Highrollers, where they owned core gameplay and technical architecture for an 11-person team. They stand out for building modular Unity/C# systems that improved iteration speed, plus adjacent experience in real-time vision/inference pipelines and small-scale multiplayer using Photon and Unity Netcode.”
Mid-level XR/Unity Developer specializing in AR/VR and immersive applications
“Unity developer with hands-on experience across VR, AR, multiplayer, and AI-driven gameplay systems. They’ve owned end-to-end interaction architecture for VR cognitive testing focused on accessibility, integrated Gemini-based command systems into gameplay, and shipped cross-platform immersive applications spanning Magic Leap 2, iOS, and Photon-powered multiplayer experiences.”
Senior Unity Developer specializing in mobile, VR, and AR games
“Unity/C# developer focused on Meta Quest VR simulations and indie game development; built a factory onboarding VR experience largely solo, including modular scenario orchestration, interaction systems, and branching NPC dialogue. Also created multiple Unity games in the last year and built reusable internal packages (game management + UI/screens), while using an AI-driven pipeline for rapid prototyping and 3D asset generation.”
Senior Unity 3D Developer specializing in mobile games, AR/VR, and architecture
“Unity gameplay engineer with experience across multiple genres (city builders, match-3, RTS) including implementing an open-world isometric fog-of-war system optimized via chunking and multithreading. Has shipped multiplayer features using Photon/UNet and has dealt with real-time synchronization/ownership conflicts, and also applies AI automation to speed up code reviews and improve Jira/merge request workflows.”
“Self-taught Unity developer who implemented multiplayer using Photon PUN, replacing a custom PHP request-based approach and improving stability (especially around accidental disconnects). Learns new networking frameworks quickly (reported ~2 weeks to pick up and implement PUN) and uses AI selectively to identify better library-driven solutions.”
Senior Software Engineer specializing in Unity game development and .NET/C++ systems
“Unity game developer with eye-tracking SDK experience (Tobii) who shipped a gaze-driven Dynamic Light Adaptation feature by modifying Unity shaders and post-processing, demonstrated via an FPS demo scene. Currently building a multiplayer card game client using an in-house, event-driven networking architecture and actively improving resilience to reconnect/lag edge cases.”
Mid-level Unity/Game Developer specializing in procedural generation, networking, and VR
“Unity/Meta Quest VR developer who helped ship a pharmaceutical lab-training simulator, owning key interaction systems (liquid transfer, pipette behavior) and building custom editor tooling to accelerate objective testing. Also built a solo early-lifeform simulation featuring procedural soft-body mesh generation and physics-driven animation, demonstrating strong systems/physics programming depth.”
Mid-level XR Developer specializing in VR/AR and Unity game development
“Unity VR/AR developer with industrial training simulation experience (heavy machinery, electrical panel, arc welding) who improved user completion and retention by shipping a context-aware AI instructor. Uses Unity Analytics and in-game feedback to pinpoint drop-offs and drive measurable gains (e.g., 30%→75% completion; 60% drop-off fixed to reach 85%). Has also built multiplayer collaborative training prototypes with Photon PUN2 and strong Git/Unity workflow practices to reduce scene conflicts and technical debt.”
Senior Unity/XR Developer specializing in healthcare education and serious games
Senior/Lead Unity (C#) Game Programmer specializing in mobile, PC/console and AR
Executive Game Technology Leader specializing in Unity and LiveOps
Junior Game & XR Developer specializing in Unity and VR/AR simulators
Senior Unreal Engine C++ Multiplayer Engineer specializing in networked systems
Senior Unity Engineer specializing in VR/MR and AI-driven gameplay systems