Senior Software Engineer to build and maintain Roblox's shared UI platform (Foundation & Luau), including component libraries, server-driven UI, navigation, and core frameworks using Luau and React-style frameworks. Focus on performance, cross-platform consistency, and enabling product teams.
Principal Software Engineer leading the orchestration platform (Airflow on EKS) that schedules 8,000+ daily data workflows for Roblox's 200M+ user platform, focusing on scaling, reliability, and developer tooling.
A senior tools programmer designs and builds AI-powered UI tooling and frameworks for Unreal Engine, including WYSIWYG editors and runtime UI capabilities, while mentoring programmers and collaborating across teams to improve creator workflows.
Cleans and retargets motion capture data for video games, fixing tracking errors and solving marker data onto 3D character rigs using MotionBuilder, Vicon Shogun Post, Maya, and game engines such as Unreal or Unity.
Senior ASIC Design Engineer at NVIDIA designing GPU/SoC RTL, performing logic synthesis and timing analysis, integrating modules into SOC, and improving design flows using Perl/Python/C++ scripting.
Senior Software Engineer on Unity's Offerwall team building resilient backend systems that process tens of billions of events per hour for user identification, financial transactions, and virtual rewards. Uses Golang/Java, Kafka, SQL/BigQuery, Docker/Kubernetes, and AI-assisted tools.
Staff Software Engineer focusing on Unreal Engine performance optimization, profiling, and tooling for Riot Games' central technology team, working on large-scale game projects across multiple platforms.
Staff Software Engineer on the Unreal Ecosystem team, focusing on engine performance optimization, tooling, and developer experience for Riot's game teams using Unreal Engine 5. Day-to-day involves profiling, optimizing runtime performance, improving build/CI pipelines, and mentoring engineers.
Technical Director leading applied AI R&D for game development, building prototypes and production tools that integrate generative AI into Unity, Unreal, Houdini, and Blender pipelines, and establishing AI workflows across engineering and art teams.
A Senior 3D Character Artist creates stylized 3D characters from concept through in-engine implementation for game projects, working in Unity3D with tools like Maya, Blender, ZBrush, and Substance 3D Painter while collaborating with concept artists, animators, and technical artists on a remote international team.
3D Environment Artist on a 5-month remote contract in Canada, creating hardsurface and modular environment assets for a third-person sci-fi action game in Unreal Engine; collaborates with art directors and cross-disciplinary teams on modeling, UVs, baking, PBR texturing, and real-time asset delivery.
The QA Manager owns end-to-end quality for Nex Playground, combining hands-on testing and debugging of hardware, firmware, PlayOS, and game experiences with test strategy, release criteria, and quality gates. They partner with engineering and game cells on compatibility, firmware/OTA updates, performance, automation, and external vendor management.
Designs and develops Nex's cross-platform software framework for sensing, detection, haptics, and ML inference on the Nex Playground, building real-time systems, hardware abstraction layers, and developer APIs using C++/C# and other systems languages.
QA Engineer for social casino game studio Hard Rock Games, testing web (HTML5/WebGL) and mobile (iOS/Android) games, writing automated tests, verifying game math/RTP, ensuring regulatory compliance (GLI), and collaborating with product/dev in Agile environment. Uses Jira, TestRail, AI-assisted tooling, and BrowserStack.
Senior Product Manager owning ad traffic quality and fraud prevention for a rewarded mobile gaming platform, building real-time detection systems, optimizing fraud KPIs, and collaborating across data, engineering, and product teams to safeguard platform integrity.
Designs, develops, and optimizes video capture, encoding, playback, and rendering for Roblox on Android using NDK APIs like Vulkan and AMediaCodec, with opportunities across desktop, console, web, and backend microservices. Core technologies: C++, Android, Vulkan/OpenGL, and video codecs (AVC/HEVC/AV1).
Develops Razor GPU, a GPU performance analysis and debugging tool for PlayStation platforms, building capture/replay, profiling, and debugging features in C++ while collaborating with game developers and platform engineers.
Senior Technical Animator building and maintaining animator-friendly control rigs for 3D characters/creatures in Maya, developing rigging tools in Python/MEL, and integrating assets into a game engine for a new IP at Activision's Elsewhere Entertainment studio.
UI Motion Artist Intern at Nex creating expressive UI animations, transitions, and VFX for family active-play games and fitness experiences, implementing in Unity across varied visual styles from playful to polished.
2D Character Artist Intern at Nex designing characters for the Party Fowl franchise, taking them from concept to game-ready 2D art using Illustrator and Photoshop, collaborating with art and design teams to ship assets seen by 500k+ daily users.
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