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Artem Gorodetskiy

Unity Designer
Art director, UI/UX designer, & mobile app developer.
Artem Gorodetskiy is an art director and UX/UI designer with eight years of experience providing services in UX/UI design and strategy, mobile app design, frontend and backend development, and agile product planning. Specializing in Android and iOS design and development, he has developed apps for a range of industries, from hospitality management, telecommunications, and real estate investment. He is highly proficient in Adobe Illustrator, Photoshop, After Effects, InDesign, Sketch, InVision, HTML5, CSS3, and JavaScript. His experience also includes creating ICO and blockchain projects.

Brad Martin

Unity Designer
Experienced 3D visualizer & AR/VR specialist.
Brad Martin specializes in developing enterprise augmented reality, virtual reality and mixed reality for architecture, engineering, construction, education, healthcare, and training industries. He has expert knowledge of design computer programs such as Unreal Engine 4, Substance Designer/Painter, Unity, AutoCAD, Autodesk 3DS Max, Google SketchUp, Adobe Photoshop, Adobe Dreamweaver, Revit, BS Contact Stereo, Stereoscopic Player, iLab, VRML, and HTML. Using HTC Vive headset, Oculus headset, and Samsung Gear VR headset, Brad has created on time and budget virtual reality projects for architects, developers, and clients.

Sebastian Janisz

Unity Designer
Handled high-priority R&D projects for Disney.
With over a decade of programming experience in games and tech, Sebastian Janisz has expertise in Unity, AR/VR, OpenCV, game development, and computer graphics. He coded AAA-caliber games and dozens of indie games made for PC, Xbox 360, Ouya, and Game Boy Advance on his own and in a team. As a programmer and designer for Disney, he has worked on their highest priority R&D projects, including the patented tracking for Jedi Challenges AR, AAA iOS game, Where's My Water? and the successful spinoff, Where's My Perry?. His projects were featured on prominent gaming blogs such as Kotaku, Destructoid, PC Gamer, Indiegames.com, and Indie Statik.
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Frequently asked questions

Most teams see matched candidates within 48 hours. Our pre-vetted network means we are not starting from scratch when you reach out. If we do not have the right person available, we will tell you upfront rather than scramble.
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Contract talent works on defined projects with clear deliverables. Embedded talent integrates into your team for ongoing work, attending standups and using your tools. Both can transition to full-time if the fit is right. We help you choose based on scope, timeline, and budget.
If it is not working in the first few weeks, we will find you a replacement at no additional cost. We are not in the business of defending bad matches. Most clients never need this because we invest heavily in fit upfront.
We offer flexible engagement models: hourly for short-term projects, monthly retainers for ongoing work, or placement fees for full-time hires. No hidden fees, no long-term contracts unless you want them. Your account manager will walk through options on your discovery call.
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Most marketplaces optimize for volume. They send you 10 candidates hoping one sticks. We optimize for fit. We would rather say “we do not have the right person” than waste your time. Our 95% satisfaction rate comes from being selective, not fast.