Mid-Level Software Engineer specializing in cloud-native distributed systems
Madhusmita already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
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Gameplay engineer with hands-on ownership of a real-time C++ combat ability system, including diagnosing and eliminating large-scale combat frame spikes by refactoring hit detection to an event-driven, animation-notify approach (cut collision checks ~80%). Also implemented UE5 networked abilities (dash) with client-side prediction and server-authoritative reconciliation, plus projectile ballistics validated through debug spline visualizations and unit tests.
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