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624 projects
published for past 72 hours.
| Job Title | Budget | Published | |||
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Pass Topstep Futures Challenge
Applied
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$150 - $200
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6 minutes ago |
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I need an experienced futures trader to clear the Topstep Combine for me as quickly as possible and move the account into Funded status. Once the goal is met, we’ll split all future profits 50-50. You’ll handle the entire process from your own VPS, so you retain full control over platform choice (NinjaTrader, Tradovate, Rithmic, etc.) and latency.
Speed is critical—I’m aiming to have the challenge completed ASAP while strictly respecting Topstep’s daily loss limits, weekly targets, and consistency rules. If you’ve previously passed Topstep (or even FTMO Futures) and can show verified track records, I want to hear from you. Please outline your trading strategy, risk-management approach, and any metrics that prove you can deliver. Deliverables • Successful completion of the Topstep Combine and activation of a Funded Account® in the agreed account size • Transfer of funded-account credentials so profit sharing can begin • Concise trade log or statement demonstrating rule compliance during the challenge Share your relevant experience and let’s get this funded account up and running right away. Skills: PHP, Software Architecture, Metatrader, C++ Programming, VPS, Risk Management, Trading, NinjaTrader
Fixed budget:
150 - 200 USD
6 minutes ago
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Tạo báo cáo tiến độ công việc
Applied
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$15 - $25
/ hr
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4 hours ago |
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Tôi cần một bản báo cáo ngắn gọn, khoa học để trình bày cho nhóm nội bộ. Trọng tâm là tiến độ và kết quả công việc của dự án hiện tại, kèm phần liệt kê rõ các hạng mục đang thực hiện hoặc còn dang dở.
Các nội dung chính tôi mong muốn: • Tóm tắt mục tiêu dự án và các mốc thời gian quan trọng. • Bảng hoặc biểu đồ thể hiện tỉ lệ hoàn thành từng nhiệm vụ. • Danh sách chi tiết các việc đang làm và chưa hoàn thành, lý do chậm trễ (nếu có) cùng hướng xử lý đề xuất. • Kết quả đã đạt được tính đến thời điểm báo cáo. • Slide kết luận ngắn gọn nêu bước tiếp theo cho cả nhóm. Yêu cầu đầu ra: – File có thể chỉnh sửa (PowerPoint hoặc Google Slides; nếu bạn quen Word/Google Docs kèm bảng Excel cũng được). – Bố cục rõ ràng, dễ đọc; dùng đồ họa đơn giản để minh họa tiến độ (bar chart, timeline hoặc diagram). – Ngôn ngữ: tiếng Việt chuẩn, súc tích và thống nhất thuật ngữ. Nếu bạn đã từng xây dựng báo cáo dự án hoặc dashboard nội bộ, hãy gửi ví dụ hoặc đường link demo trong phần chào giá. Tôi sẵn sàng trao đổi thêm về cấu trúc, tông màu thương hiệu và định dạng mà bạn thuận tiện nhất. Skills: C Programming, Powerpoint, C# Programming, Software Architecture, Report Writing, C++ Programming, Data Visualization, Google Slides
Hourly rate:
15 - 25 USD
4 hours ago
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Project-Based Collaboration Opportunity – Industrial Automation | DigiLink
Applied
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not specified | 4 hours ago |
1
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### Project Description
DigiLink is a Saudi industrial consulting company specializing in Industry 4.0, manufacturing excellence, and digital transformation. We are seeking an experienced **Freelance Industrial Automation & Controls Engineer** to collaborate with us on upcoming factory improvement and modernization projects across Saudi Arabia. ### Scope of Work Depending on project requirements, responsibilities may include: - Assess existing factory equipment, control systems, and automation opportunities. - Design and implement industrial automation solutions. - PLC programming, HMI configuration, and SCADA integration. - Select, install, and configure industrial sensors, instrumentation, and control devices. - Support control panel design, wiring, installation, and commissioning. - Integrate machines and production equipment with data collection systems, MES, or ERP. - Implement IIoT solutions for production monitoring, machine performance, and predictive maintenance. - Prepare technical specifications, Bills of Materials (BOM), and cost estimates. - Conduct testing, troubleshooting, commissioning, and technical handover. ### Preferred Qualifications - Minimum 5 years of hands-on industrial automation experience. - Experience with Siemens, Allen-Bradley, Schneider, or equivalent PLC platforms. - Knowledge of industrial communication protocols such as Modbus, OPC UA, and Profinet. - Practical experience in factory installations and commissioning. - Familiarity with Industry 4.0 and smart manufacturing applications. - Based in Saudi Arabia, preferably in the Eastern Province. ### Collaboration Model We are looking for a long-term professional relationship on a **project-by-project basis**, with a combination of remote engineering support and on-site implementation when required. We would appreciate learning about your relevant projects, technical capabilities, availability, and preferred commercial arrangement. **DigiLink – Transformation with Real Impact** www.digilink.sa
Budget:
not specified
4 hours ago
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Firmware development for self-driving robots
Applied
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not specified | 6 hours ago |
3
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We need to expand firmware development on STM32 for our continuously evolving robots. We are therefore looking for an engineer with experience in STM32, high-speed CAN communication systems, and the management of LiDAR systems and RGB cameras. The duration of the collaboration will depend on the feasibility of conducting on-site testing for any necessary firmware adjustments.
Budget:
not specified
6 hours ago
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C# WinForms AVI Video Generator
Applied
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$10 - $30
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8 hours ago |
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I need a Windows application made in C # using .NET, any version higher than 4.7 , to make an AVI file for youtube, which I will re-encode in a video converter to do the following:
1. Use the data in the attached table with the fields below. 2. The database (MDB Access file) with the following fields a. TextToShow (Unicode text) b. FontToUse (Unicode font) c. DisplayDuration (InSeconds) d. BackgroundImageToUse (full path of any image, png, gif, jpg, etc) e. FadeoutFadeInDuration (InSeconds example 2) 3. Show this text in a winform 4. Give 2 buttons a. to save the winform with the display in an uncompressed AVI file b. To view the winform with the data 5. While saving/making the AVI, the program should use the available GPU so that the AVI can be saved fast with the parameters below. a. Screen Size (1080 x 1920) b. Audio: 48,000 Khz c. Frames / Sec : 60 6. Do not use screen recording for this purpose. 7. You can use any dummy mp3 as the audio file (min 3 minutes) Skills: .NET, C# Programming, Software Architecture, Microsoft Access, C++ Programming, Video Editing, Audio Processing, Database Management
Fixed budget:
10 - 30 USD
8 hours ago
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Experienced Windows Desktop Developer – C#/.NET, C++ & Driver Management Software
Applied
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$250 - $750
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8 hours ago |
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We are looking for an experienced **Windows Desktop Application Developer** to develop and enhance a professional Windows-based hardware detection and driver management application.
The ideal candidate should have strong experience in C#/.NET desktop development, C++, Windows system programming, hardware and device enumeration, driver identification, and Windows driver installation workflows. This project requires a developer who understands both **Windows application development and low-level system interactions**, with a strong focus on security, hardware compatibility, reliability, and performance. Detailed project specifications, existing application details, and the complete module requirements will be shared with shortlisted candidates. Key Responsibilities - Develop and integrate Windows desktop application modules using C#/.NET and C++. - Implement hardware detection and device enumeration using Windows APIs, WMI, SetupAPI, and related technologies. - Identify installed, missing, and outdated device drivers using hardware IDs, compatible IDs, driver versions, and system information. - Develop or integrate a reliable driver database and driver-matching engine. - Implement secure driver download, compatibility verification, installation, and update workflows. - Work with the Windows Driver Store, Plug and Play (PnP), and supported Windows driver installation mechanisms. - Integrate REST APIs and backend services for driver metadata and application functionality. - Develop and integrate desktop UI screens, dashboards, scan workflows, settings, notifications, and update interfaces. - Implement asynchronous processing, multithreading, logging, exception handling, and crash recovery. - Follow security best practices for digital signatures, package integrity, administrator permissions, and secure downloads. - Implement application registration, licensing, and Free/Pro functionality where required. - Develop application installers, update mechanisms, and uninstallation workflows. - Test and debug the application across supported Windows 10 and Windows 11 environments. - Ensure the application is stable, responsive, maintainable, and ready for production deployment. Required Technical Skills **Must-have skills:** - Strong experience in C# and .NET desktop application development. - Practical knowledge of C++ and Windows system programming. - Experience with Windows APIs, WMI, SetupAPI, Device Manager, and device enumeration. - Understanding of Plug and Play (PnP), hardware IDs, compatible IDs, and driver identification. - Hands-on experience with Windows driver installation, driver packages, and the Windows Driver Store. - Experience with REST API integration and database management. - Strong knowledge of asynchronous programming, multithreading, and background processing. - Experience with desktop UI/UX integration, debugging, testing, and performance optimization. - Knowledge of Windows application code signing, secure software deployment, and installer development. - Understanding of Windows 10/11 compatibility, permissions, and application security. Additional Preferred Experience - Previous development of driver updater, PC diagnostic, hardware monitoring, or system utility software. - Experience integrating OEM or other authorized driver metadata sources. - Familiarity with Windows driver-signing requirements and digital signature verification. - Experience with driver backup, recovery, and supported rollback workflows. - Knowledge of application licensing, product activation, and subscription-based software. - Experience preparing production-ready Windows desktop applications and release packages. Project Scope The project includes the development and integration of multiple modules, including: - Hardware and device detection. - Driver information, missing driver, and outdated driver detection. - Driver matching and metadata integration. - Secure driver download and installation. - Bulk driver updates with progress tracking and error handling. - Driver backup and recovery support. - Manual and scheduled scanning. - Dashboard and driver update screens. - Registration, licensing, and Free/Pro features, if required. - Settings, support, notifications, and application update workflows. - Logging, crash handling, and error recovery. - UI/UX refinement and Windows compatibility testing. - Installer, uninstaller, code signing, and release packaging. The detailed requirements and acceptance criteria for each module will be shared during the shortlisting process. Security and Quality Expectations Security and reliability are critical for this project. The developer must follow appropriate safeguards, including: - Using trusted and authorized driver sources. - Verifying driver compatibility with the target hardware, operating system, and architecture. - Validating digital signatures and downloaded package integrity. - Using secure HTTPS connections for downloads. - Requesting administrator privileges only when necessary. - Handling installation failures and interrupted downloads safely. - Providing appropriate backup, recovery, and rollback guidance. - Protecting user privacy and collecting only necessary system information. - Testing performance, stability, installation, upgrades, and uninstallation. Deliverables The selected developer will be expected to provide: - Working and integrated application modules. - Readable, maintainable, and well-structured source code. - Functional UI integration and verified application workflows. - Driver detection, matching, download, and installation functionality within the agreed scope. - Testing results and documentation for key workflows. - Production-ready installer and uninstaller packages. - Required signing and release configuration, subject to the agreed deployment setup. - Technical documentation and handover support. Specific milestones and acceptance criteria will be finalized after reviewing the existing application, project requirements, and proposed technical approach. How to Apply Please provide the following information in your proposal: 1. Your experience with C#/.NET desktop application development and C++. 2. Details of any Windows system utilities, driver management applications, hardware detection tools, or similar projects you have developed. 3. Your experience with Windows APIs, WMI, SetupAPI, PnP, and driver installation. 4. Your proposed technical approach for this project. 5. Your estimated timeline and milestone-based cost. 6. Your availability and preferred engagement model. **Important:** Please highlight your relevant hands-on experience rather than submitting a generic development proposal. Candidates with demonstrable experience in Windows system programming and driver management will be given preference. Detailed project specifications will be shared with shortlisted candidates. We are looking for a reliable technical partner who can deliver a secure, stable, and professional Windows desktop application. Skills: .NET, Windows Desktop, SQL, C# Programming, Software Architecture, Software Testing, C++ Programming, Windows API, API Integration, Windows Service
Fixed budget:
250 - 750 USD
8 hours ago
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Unreal Engine 5 3D Fighting Game — Project Icarus: Rise
Applied
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not specified | 9 hours ago |
3
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Studio: Stupid Brain Interactive
Project: Original 3D Fighting Game — Working Title TBD Genre: 3D Competitive Fighting Game Engine: Unreal Engine 5 Development Stage: Pre-production / Playable Prototype Initial Focus: Core Combat System, Two Playable Characters & One Test Arena Multiplayer Goal: Competitive Online Play with Rollback Netcode Hiring Type: Freelance / Milestone-Based Contracts PROJECT OVERVIEW Stupid Brain Interactive is looking for talented human developers and artists to help create an original 3D fighting game built around technical depth, stylish presentation, impactful combat, and competitive potential. My vision is to combine the technical fighting mechanics and competitive intensity of Tekken, the movement, defensive options, and environmental possibilities of Dead or Alive 2 Hardcore, and the precision, martial-arts presentation, and grounded combat philosophy of Virtua Fighter. I also want the cinematic super attacks and explosive visual punctuation of Street Fighter, adapted to a 3D fighting game with its own mechanics, personality, and identity. The atmosphere should take inspiration from the grounded, gritty presentation of Tekken 4, while the visual direction should aim for a modern, stylish 3D fighting game aesthetic inspired by the Virtua Fighter series. These are creative references, not a request to copy existing games. I want to build an original fighting game with its own characters, fighting styles, mechanics, arenas, and visual identity. My goal is to create a tournament-worthy fighter that feels raw, responsive, stylish, and satisfying in the player's hands. I want players to feel the weight of every strike, recognize the personality behind every fighter, and develop the skill needed to compete at a high level. IMPORTANT: NO GENERATIVE AI This project will be developed through human creativity and craftsmanship. I do not want AI-generated code, character models, concept art, textures, animations, environments, sound effects, writing, or any other AI-generated game content. All deliverables must be created by human contributors using conventional, non-generative development tools. Unreal Engine 5, Blender, Maya, ZBrush, traditional keyframe animation, conventional procedural modeling, and other standard production tools are welcome when used without generative AI. Applicants must disclose their production workflows and any third-party assets or dependencies. Generative AI must not be used to create or modify project deliverables. The default policy is a complete prohibition. I am hiring people for their actual skills, creativity, technical knowledge, and ability to solve problems—not automated content generation. 1. GAMEPLAY PROGRAMMER — UNREAL ENGINE 5 The first priority is finding a programmer who can establish the technical foundation of the fighting game. I need someone who understands the differences between a traditional 3D arena brawler and a competitive 3D fighting game. The combat must be designed around precise inputs, timing, movement, defensive options, hit detection, frame data, and competitive consistency. Responsibilities Establish the Unreal Engine 5 project architecture. Build the initial playable character controller. Implement movement relative to the opponent, including forward, backward, sidestepping, and turning. Develop the foundational attack, defense, and hit-detection systems. Create a framework for attack properties, startup, active frames, recovery, and hit advantage. Implement hit reactions, launchers, knockdowns, and combo interactions. Establish blocking, throws, counters, and other defensive mechanics as defined by the combat design. Build a camera system appropriate for a competitive 3D fighter. Integrate character animation, hit reactions, and visual effects. Create a foundation for cinematic super attacks. Design the architecture so additional characters can be introduced without rebuilding the combat system. Evaluate and plan for online multiplayer with rollback netcode. Maintain clean, organized, documented project files. Required experience Strong Unreal Engine 5 gameplay development experience. C++ and/or Blueprints, with a clear explanation of the proposed architecture. Experience with fighting game mechanics, animation integration, or action combat systems. Understanding of frame-based combat, input buffering, hitboxes, hurtboxes, and attack recovery. Knowledge of multiplayer synchronization and rollback networking. Ability to communicate technical limitations and realistic development estimates. Rollback netcode Online competitive play is a major goal. Rollback netcode must be considered early rather than added as an afterthought. The programmer should explain how they would approach input prediction, simulation state restoration, re-simulation, synchronization, and combat consistency in Unreal Engine 5. I want a practical technical proposal before committing to a complete rollback implementation. Standard network replication alone is not sufficient evidence of rollback expertise. 2. 3D CHARACTER MODELER I want original fighters with memorable silhouettes, expressive faces, distinctive outfits, and strong visual identities. Every character should feel like an individual, not a generic fighting game model wearing a different costume. Responsibilities Create original 3D character models. Produce clean topology suitable for deformation and gameplay animation. Prepare UVs, materials, textures, and appropriate character shaders. Collaborate with the animator on rigging and deformation requirements. Prepare models for integration into Unreal Engine 5. Create clothing and accessories that support the game's visual identity. Help establish a consistent character art pipeline for future roster expansion. Character presentation I want fighters to look like people who have lived, trained, fought, and developed their own personalities. Character details may include: Distinctive hairstyles and facial features. Original outfits with recognizable silhouettes. Clothing that responds naturally to movement. Visible bruising and superficial cuts during combat. Battle-worn appearances where appropriate. Outfit damage and torn clothing during intense encounters. Clothing damage must remain tasteful and non-explicit. The goal is to communicate the intensity of a fight, not to sexualize injuries or rely on nudity. 3. CHARACTER ANIMATOR Animation will be one of the defining elements of this project. I want the game to feel raw and physical while maintaining the clarity and responsiveness necessary for a competitive fighting game. Responsibilities Create original idle stances, movement, attacks, blocks, dodges, throws, and hit reactions. Develop character-specific martial arts animations. Build combo transitions and launcher follow-ups. Create cinematic animations for super attacks. Collaborate with the programmer to ensure animations support gameplay timing and cancel rules. Develop strong anticipation, impact, recoil, and recovery. Support the implementation of dynamic smears and hand-authored impact frames. Desired animation style Dynamic smears: Hand-authored visual poses or smear frames that emphasize speed and acceleration. Impact frames: Brief visual accents that emphasize powerful strikes without obscuring gameplay. Afterimages: Selective motion trails that reinforce particularly fast attacks or movement. Weight and recoil: Characters should visibly react to powerful hits, counters, throws, and knockdowns. Distinct fighting styles: A boxer should not move like a karate practitioner, and a grappler should not feel like a kickboxer. Each fighter needs a recognizable rhythm and physical identity. The objective is a stylish presentation built on excellent animation fundamentals, not flashy effects covering up weak combat. 4. ENVIRONMENT ARTIST I want environments with atmosphere, personality, and opportunities for cinematic combat. The visual direction should draw inspiration from the grounded, gritty atmosphere associated with Tekken 4 while remaining original to this project. Responsibilities Build an original test arena in Unreal Engine 5. Create environment models, materials, textures, lighting, and set dressing. Establish a consistent visual language across arenas. Optimize environments for gameplay and performance. Collaborate with the programmer on collision, arena boundaries, and potential environmental interactions. Design spaces that communicate atmosphere without compromising fighter visibility. Environmental concepts Potential arena concepts include: Urban rooftops and high-rise locations. Underground fighting venues. Industrial facilities. Distinctive city environments. Indoor arenas with strong lighting and architectural character. One feature I would like to explore is cinematic stage transitions, such as a fighter being knocked through a window or sent from one level of a multistory building into another combat area. This should be implemented as a controlled gameplay transition with appropriate camera work, animation, collision, and player control—not merely a cinematic that removes the player's agency. 5. COMBAT DESIGN — TECHNICAL, RESPONSIVE & COMPETITIVE The core of this project is a proper 3D fighting game. I want depth for competitive players without making the game unnecessarily difficult for newcomers to understand. Core combat concepts Frame-based attack properties. High, mid, and low attacks where appropriate to the chosen system. Standing and crouching defense. Throws and throw defense. Sidestepping and three-dimensional positioning. Counter-hits and punish opportunities. Launchers and air combos. Knockdowns and wake-up situations. Movement recovery and attack recovery. Input buffering and responsive controls. Character-specific move lists. Balanced risk and reward. The precise mechanics will be developed with the programmer and Creative Director. I want applicants to explain how they would structure these systems to support competitive play. Cinematic super attacks I want the excitement of Street Fighter-style supers without turning the entire game into a different genre. Potential features include: A super meter or other resource system. Cinematic attacks with unique character presentation. Powerful attacks that reward good timing and strategic resource use. Distinctive camera work and impact effects. Clear gameplay rules for startup, interruption, invulnerability, and recovery where applicable. Supers must fit the underlying 3D combat system and preserve the importance of player skill. 6. DAMAGE PRESENTATION — BRUISES, CUTS & CLOTHING DAMAGE I want damage to have a visible effect on the fighters without turning the game into a blood-heavy experience. Desired features Bruises that appear or become more noticeable during a fight. Superficial cuts and battle-worn facial details. Clothing that can become scuffed, torn, or damaged. Controlled impact sparks when attacks connect. Strong hit reactions and physical recoil. Distinctive visual feedback for heavy attacks, counters, and supers. The game will not rely on graphic blood or gore. I am interested in stylized blood-like sparks or impact particles that reinforce the intensity of a strike without depicting graphic injury. The overall presentation should remain focused on martial arts, physicality, and competitive action. The team should propose a practical approach to these effects, including performance considerations and how damage visuals will behave during multiplayer rollback. 7. TAG MODE — POTENTIAL FEATURE I am interested in exploring a tag-team mode inspired by the concept of Tekken Tag Tournament. This is an exciting possibility, but I want the foundation of the single-character fighting system to come first. Potential tag features include: Two-character teams. Tagging between active and reserve fighters. Tag-in attacks and combo extensions. Character-specific team interactions. Rules for reserve-character health and recovery. Competitive balance considerations. The programmer should explain how the initial combat architecture could accommodate tag functionality later without requiring a complete rewrite. Tag mode is a planned feature to investigate after the core prototype is established, not an assumption that it must be completed in the first milestone. 8. VISUAL IDENTITY AND CHARACTER PERSONALITY I want this game to have charisma. Each fighter should feel like an individual with a distinctive attitude, fighting philosophy, movement style, and presence. Character identity should be communicated through more than dialogue or costumes. It should come through their stance, movement, attacks, reactions, supers, and overall presentation. The visual direction should balance: The gritty atmosphere of Tekken 4. The technical and martial arts presentation associated with Virtua Fighter. The defensive and environmental possibilities of Dead or Alive 2 Hardcore. The cinematic impact of Street Fighter supers. An original art direction that belongs to this game. These are reference points, not instructions to reproduce another game's assets or protected identity. 9. INITIAL DEVELOPMENT SCOPE I do not expect a full commercial fighting game to be completed in the first milestone. The initial objective is a polished, playable prototype that demonstrates the core combat philosophy. Milestone 1 — Technical Foundation Establish the Unreal Engine 5 project. Implement basic character movement. Establish the combat camera. Build the foundational combat architecture. Create a basic test arena using placeholders. Present a technical proposal for rollback netcode. Document the initial architecture and development risks. Milestone 2 — Two-Character Combat Prototype Implement two playable character setups. Establish basic attacks, defense, hit detection, and damage. Implement initial combos, hit reactions, and knockdowns. Establish character facing and sidestepping. Create a functional combat test environment. Milestone 3 — Art and Animation Integration Create the agreed original character models. Integrate rigs and foundational animations. Add dynamic smears and impact effects. Establish initial bruising and clothing-damage presentation. Refine the environment, lighting, and camera. Milestone 4 — Competitive Systems and Polish Refine frame-based combat behavior. Evaluate and implement the approved rollback approach. Test multiplayer under simulated latency and packet loss. Tune character balance and combat responsiveness. Improve performance, stability, and documentation. Milestones can overlap where appropriate. Deliverables, costs, acceptance criteria, and deadlines must be agreed upon before each milestone begins. 10. WHAT I EXPECT FROM APPLICANTS Please include the following in your proposal: Which role are you applying for: programmer, character modeler, animator, environment artist, or a combination? What experience do you have with Unreal Engine 5 and 3D fighting games? Can you provide examples of work you personally created? How would you approach building a competitive 3D fighter inspired by these reference games? If you are a programmer, how would you implement frame-based combat and approach rollback netcode? If you are an animator, can you demonstrate original combat animation, impact timing, and dynamic smears? If you are a modeler or environment artist, can you show original, production-ready assets? Can you confirm that you will follow the no-generative-AI policy? What would you recommend as the first milestone, and what would you realistically deliver? What is your estimated cost and timeline for your proposed scope? Please be honest about your strengths, limitations, and availability. I value clear communication and realistic planning over exaggerated promises. FINAL STATEMENT I am the Creative Director of this project, and my goal is to create a stylish, technically strong, competitive 3D fighting game with its own identity. I want a game that feels raw in the player's hands, where every strike has weight, every character has charisma, and mastering the mechanics is genuinely rewarding. I want to explore cinematic supers, expressive damage presentation, dynamic animation, environmental stage transitions, and eventually tag-team combat. But the foundation must be right. Responsive gameplay, excellent animation, a solid technical architecture, and a consistent visual direction come first. I am looking for people who take pride in their craft and want to build something original through collaboration, iteration, and human creativity. No AI. No shortcuts. No generic assets. Just human talent building an ambitious, original fighting game. Stupid Brain Interactive — Original Ideas. Human Craftsmanship. Competitive Ambition. Client's questions:
Budget:
not specified
9 hours ago
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Unreal Engine 5 Brawler / Fighting Game — Human-Only Development Team (NO AI)
Applied
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not specified | 9 hours ago |
3
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Studio: Stupid Brain Interactive (Building It)
Project Title: RoughHouse Genre: 3D Action Brawler / Fighting Game Engine: Unreal Engine 5 Project Type: Original IP inspired by Urban Reign Hiring: Gameplay Programmer, 3D Character Modeler, Animator, and Environment Artist Development Approach: Milestone-Based Freelance Collaboration PROJECT OVERVIEW Stupid Brain Interactive is seeking talented human developers and artists to help bring *RoughHouse* to life, an original 3D action brawler inspired by the combat mechanics, team-based fighting, and gritty street-fighting atmosphere of *Urban Reign*. As the Creative Director, my vision is to create a game that captures the intensity and freedom of classic 3D brawlers while introducing its own identity through stylish presentation, expressive combat animation, impactful movement, and satisfying gameplay. I want this game to be creative, visually striking, and genuinely fun to play. This is not a project where I want generic assets, automated content generation, or a basic fighting system thrown together just to make a prototype. I want a team of skilled people who understand their craft and can work together to build something original. IMPORTANT: NO GENERATIVE AI WILL BE USED ANYWHERE IN THIS PROJECT. No AI-generated code, character models, concept art, textures, animations, environments, sound assets, or other creative content. All work must be created by human developers and artists using traditional artistic skills and conventional development tools. Tools such as Unreal Engine 5, Blender, Maya, ZBrush, Substance 3D, and other standard non-generative development software are welcome. The requirement is that the actual creative and technical work is performed by people, not generated by AI. THE INITIAL GOAL: TWO PLAYABLE CHARACTERS The first stage of development will focus on **two playable characters**. Rather than attempting to build a massive roster immediately, I want to establish the game's visual identity, combat foundation, and overall gameplay feel with two characters that are fun to control and fight against. These characters will serve as the foundation for future development. The initial prototype should demonstrate: - Two playable 3D characters with distinct fighting styles and personalities. - Responsive movement, blocking, dodging, attacking, and hit reactions. - Combo systems, launchers, juggling, knockdowns, and follow-up attacks. - Weighty, satisfying impacts with clear visual and animation feedback. - A camera system designed specifically for close-range 3D brawler combat. - A test arena that supports movement, combat, and environmental interactions. - A technical foundation that can be expanded with additional characters, arenas, and gameplay systems. I am open to using temporary mannequins or simple placeholder assets during the earliest programming stage. However, the goal is to transition toward original, human-created character models and animations as development progresses. POSITION 1: UNREAL ENGINE 5 GAMEPLAY PROGRAMMER I need a programmer who can establish the technical foundation of the game in Unreal Engine 5. This person should understand 3D fighting games, action brawlers, character movement, combat logic, animation integration, and multiplayer architecture. Responsibilities - Build the initial project structure and gameplay framework in UE5. - Implement responsive character movement and combat controls. - Create the foundation for attacks, combos, hit detection, hit reactions, blocking, dodging, launchers, and juggling. - Develop the gameplay framework for two playable characters. - Implement camera behavior suitable for a 3D arena brawler. - Establish systems that allow future characters and combat mechanics to be added without rebuilding the entire project. - Work closely with the animator and modeler to integrate original character assets. - Develop a test arena that allows us to evaluate combat and movement. - Establish a multiplayer architecture designed to support rollback netcode. - Document the code and project structure so the work can be maintained and expanded by the team. Required technical experience - Unreal Engine 5 and strong gameplay programming experience. - C++ and/or Blueprints, with the ability to explain the technical approach. - Experience with character controllers, combat systems, animation systems, and multiplayer gameplay. - Understanding of deterministic simulation, network synchronization, input prediction, and rollback correction. - Experience with fighting games or action brawlers is strongly preferred. Rollback netcode is a serious requirement I do not want multiplayer added as an afterthought. The programmer must evaluate how rollback can be implemented in UE5, explain the proposed architecture, identify technical limitations, and develop a practical plan before major combat systems are built. Standard network replication alone is not the same as rollback netcode. I want someone who understands the difference and can explain how the system will handle predicted inputs, corrections, and replaying game states. POSITION 2: 3D CHARACTER MODELER I am looking for a human 3D artist who can create original, production-ready characters with a distinctive visual identity. Responsibilities - Model the initial two playable characters from original creative direction and references. - Create clean topology suitable for deformation and gameplay animation. - Produce appropriate UVs, materials, and textures. - Prepare character models for rigging and animation. - Collaborate with the programmer and animator to ensure the models work correctly in UE5. - Create presentation-quality character assets without sacrificing practical game performance. The art direction should be stylized, expressive, and visually memorable. I am not looking for generic realism or characters that look like mass-produced stock assets. The characters should have personality, strong silhouettes, and a clear visual identity that can grow into an original game roster. POSITION 3: CHARACTER ANIMATOR Combat animation is one of the most important parts of this project. I want the game to feel fast, forceful, expressive, and satisfying. The animation should communicate the weight of each strike while still allowing for stylish movement and exaggerated action. Responsibilities - Create original animations for the two initial playable characters. - Develop idle stances, walking, running, attacks, blocks, dodges, hit reactions, knockdowns, recoveries, and other foundational movements. - Create combo transitions, launchers, juggling attacks, and follow-up animations. - Work with the programmer to integrate animation states, transitions, and gameplay timing. - Develop impactful anticipation, follow-through, and recovery. - Support a stylized combat presentation with strong silhouettes and readable movement. Desired animation style I want to explore techniques such as: - Dynamic smears: Hand-created smear frames that emphasize extreme speed and motion. - Afterimages: Stylized motion trails or character afterimages during selected attacks and movement. - Impact frames: Brief, carefully timed visual accents that emphasize powerful strikes. - Exaggerated poses: Strong silhouettes and expressive key poses that make attacks instantly readable. - Hit-stop and screen feedback: Deliberate pauses, camera reactions, and other effects that make attacks feel impactful. - **Speed lines and motion effects:** Tasteful effects that reinforce the action without cluttering the screen. These techniques should serve the gameplay rather than become visual noise. I want an intentional artistic style that blends naturally with the 3D characters and environments. All animation and visual artwork must be created by human artists. Effects may be implemented through conventional Unreal Engine materials, Niagara systems, hand-authored sprites, meshes, or other appropriate techniques. POSITION 4: ENVIRONMENT ARTIST I need an environment artist who can create original arenas that feel like believable, lived-in spaces for intense street fighting. Responsibilities - Create an original test arena for the initial prototype. - Develop environmental assets, materials, textures, lighting, and set dressing. - Establish a cohesive visual direction that complements the character designs. - Optimize assets and scenes for performance in Unreal Engine 5. - Collaborate with the programmer to support potential environmental interactions and arena transitions. - Help establish a visual foundation that can expand into additional locations. The environments should have personality. I want spaces that feel grounded in the world of the game while allowing the combat to remain the center of attention. Future possibilities include destructible props, environmental attacks, wall interactions, and transitions between connected areas. These should be considered in the design, but their implementation will depend on scope and development priorities. ART DIRECTION: STYLISH, EXPRESSIVE, AND ORIGINAL I want RoughHouse to have its own identity. The goal is a stylish 3D brawler with expressive animation, strong character designs, satisfying combat, and a presentation that makes every encounter feel exciting. The visual direction should prioritize: - Strong silhouettes and readable combat poses. - Expressive animation and exaggerated movement where appropriate. - Dynamic smears, afterimages, impact frames, and motion effects. - Clear visual feedback for attacks, counters, launches, and knockdowns. - Original characters, environments, and visual assets. - A consistent artistic direction across modeling, animation, lighting, and effects. I am looking for creative collaborators who can bring their own expertise to the table while working within the overall direction established by the Creative Director. RESEARCH REQUIREMENT: STUDY URBAN REIGN Applicants must be willing to study *Urban Reign* to understand the gameplay principles that make this project possible. I am particularly interested in its close-range combat, target switching, multi-opponent encounters, combo opportunities, team-based fighting, and the relationship between movement, positioning, and attacks. The purpose of this research is to understand what works mechanically and translate those principles into an original game. This is not a request to copy Urban Reign's proprietary code, assets, characters, animations, or other protected content. I want to learn from its design and create our own systems, characters, presentation, and identity. Please explain which aspects of Urban Reign you would study and how you would approach adapting those gameplay principles in Unreal Engine 5. DEVELOPMENT PHASES Phase 1 — Technical Foundation - Establish the UE5 project structure. - Implement basic character movement and camera behavior. - Build a functional combat test using placeholder characters. - Establish the technical direction for future rollback networking. - Define how the different development roles will collaborate. Phase 2 — Two-Character Prototype - Integrate the first two original character models. - Implement core combat mechanics and animation states. - Establish the initial visual style and combat feedback. - Create the first playable test arena. - Test movement, combos, hit reactions, and overall game feel. Phase 3 — Combat Polish and Multiplayer - Refine combat responsiveness, timing, and animation transitions. - Implement and validate rollback networking according to the agreed technical plan. - Test multiplayer synchronization under simulated network latency and packet loss. - Refine visual effects, impact feedback, and performance. - Document remaining technical limitations and future development needs. The exact scope and milestone deliverables will be agreed upon before work begins. Each phase should have a demonstrable result that can be reviewed before the next milestone is funded. STRICT NO-AI POLICY This requirement is non-negotiable. - No AI-generated source code or AI-generated code snippets. - No generative AI for character models, concept art, textures, materials, or environment assets. - No AI-generated animations, motion assets, or visual effects artwork. - No AI-generated writing, design documents, dialogue, or other creative deliverables. - No AI-generated audio or other game content. - No AI tools used to produce, modify, or complete project deliverables. Conventional software, procedural modeling techniques, standard rendering tools, traditional rigging tools, and non-generative automation may be used when appropriate. Any tool that incorporates generative AI into the creation or modification of deliverables must be disclosed and approved before use. The default is that generative AI is prohibited. Applicants must be prepared to explain their workflow and confirm that their submitted work is their own human-created work. Work must be original or properly licensed, and all third-party assets must be disclosed. I want to hire people for their skills, craftsmanship, problem-solving, and creativity. I am investing in human talent, not AI-generated shortcuts. WHAT TO INCLUDE IN YOUR APPLICATION Please answer the following when applying: 1. Which role are you applying for: gameplay programmer, 3D character modeler, animator, environment artist, or a combination? 2. What experience do you have with Unreal Engine 5 or similar 3D fighting games and action brawlers? 3. Can you provide examples of relevant work you personally created? 4. How would you approach building a two-character prototype inspired by Urban Reign? 5. If applying as a programmer, how would you approach rollback netcode in UE5, and what technical challenges do you anticipate? 6. If applying as an animator, can you create stylized combat animation, dynamic smears, and hand-authored impact effects? 7. Can you confirm that your work on this project will comply with the no-generative-AI policy? 8. What would you recommend as the first milestone, and what would you deliver within it? Please be transparent about your availability, estimated costs, and the work you can realistically deliver. FINAL NOTE I am the Creative Director of this project, and I want to build a team that takes pride in making games. I am not expecting one person to do everything. I want capable specialists who can collaborate, communicate, and help establish a solid foundation for something bigger. The initial focus is two playable characters, a functional combat prototype, a distinctive visual style, and a technical architecture that can support future expansion. If you are passionate about game development, understand the craft behind a great brawler, and want to create something original through entirely human work, I would like to hear from you. No AI. No shortcuts. Human creativity, original work, and a game built with intention.
Budget:
not specified
9 hours ago
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Python MIDI Modifier Script
Applied
|
$10 - $30
|
12 hours ago |
-
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I have a single-purpose task in mind: I need a Python program that takes any standard MIDI file, shifts every note up or down by a user-defined number of semitones and, if requested, swaps one General MIDI instrument patch for another across the whole file. The transposition and the instrument swap should apply to every track and event so there is no need to filter by channel, time range, or track ID—one clean pass over the entire file is perfect for my workflow.
Command-line usage is preferred: something like python midi_modifier.py input.mid output.mid --transpose +3 --replace 0 41 where transpose can be positive or negative and replace takes the original patch number followed by the new one. I am comfortable installing standard libraries, so feel free to rely on mido, pretty_midi, or any other well-maintained MIDI package available on PyPI. Please avoid heavyweight GUI frameworks; a concise CLI is all I need. Acceptance will be based on: the script running from the terminal without errors, producing a valid MIDI that opens correctly in any DAW, and the transposition / instrument change reflecting the parameters passed. Deliverables: • The Python script with inline comments • A brief README or usage note explaining required dependencies and example commands Skills: C Programming, Python, Software Architecture, C++ Programming, Software Development, Scripting, Audio Processing, MIDI
Fixed budget:
10 - 30 USD
12 hours ago
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Unity/Unreal XR Developer for Advanced Spatial 3D Prototype
Applied
|
$2,500
|
13 hours ago |
3
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We are a U.S.-based visual technology startup seeking an experienced Unity and/or Unreal Engine developer to help build an early-stage advanced 3D display prototype.
This is a confidential R&D project focused on creating compelling real-time 3D experiences for emerging display technologies. The initial engagement is a defined prototype phase with the potential for additional work if the prototype is successful. WHAT WE NEED We are looking for a developer who can: • Recommend Unity or Unreal Engine for the prototype and explain the technical reasoning. • Integrate a selected advanced/spatial 3D display SDK. • Build a modular real-time 3D application architecture that is not permanently tied to a single display manufacturer. • Develop prototype experiences across approximately five categories, including sports, automotive, product/retail visualization, architecture/building visualization, and an interactive real-time 3D experience. • Implement a clean prototype interface for launching and navigating experiences. • Optimize rendering performance and document FPS, frame time, CPU/GPU utilization, and other relevant performance metrics. • Maintain clean, organized source code in a private project repository controlled by the client. • Provide complete setup, build, dependency, licensing, and handoff documentation. IDEAL EXPERIENCE Strong candidates should have professional experience with several of the following: • Unity and/or Unreal Engine • C# and/or C++ • Real-time 3D rendering • XR, stereoscopic, multiview, light-field, or spatial display development • OpenXR or related XR technologies • GPU/shader programming and performance optimization • Hardware manufacturer SDK integration • Interactive 3D application development Experience with computer vision, depth processing, custom rendering pipelines, or nontraditional display hardware is a strong plus. PROJECT STRUCTURE • Fixed-price initial prototype project • Budget: approximately $2,500 • Milestone-based payments • Estimated duration: 1–3 months • Remote / worldwide • Potential for additional development phases based on performance and prototype results CONFIDENTIALITY & IP This is an early-stage R&D initiative. Detailed product information, technical architecture, roadmap, branding, and other proprietary materials will only be shared with shortlisted candidates when appropriate. The selected developer must be comfortable working under confidentiality and intellectual-property terms and using a client-controlled private repository. Please do not apply if you require permission to publicly display confidential project work in your portfolio, social media, demo reel, or other public channels. WHEN APPLYING Please briefly address the following: 1. Describe your strongest project involving non-standard real-time 3D, XR, stereoscopic, multiview, light-field, or advanced rendering. What did you personally build? 2. Have you integrated a specialized hardware manufacturer's SDK into Unity or Unreal? Please describe the hardware and your role. 3. Which engine would you initially recommend for this type of prototype—Unity or Unreal—and why? 4. How would you architect the application so the core system is not permanently tied to one display manufacturer's SDK? 5. What would you aim to accomplish during your first 10 paid development hours? Please include links or references to relevant technical work when possible. We are more interested in demonstrated real-time 3D engineering ability than general 3D artwork.
Fixed budget:
2,500 USD
13 hours ago
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Independent C/C++ Security Review — Memory-Safety Fix
Applied
|
not specified | 15 hours ago |
1
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Project
I maintain Daymark, an Android weather application that embeds sherpa-onnx. GitHub pull request: https://github.com/Sami-Gor/daymark/pull/54 The patch addresses a potential heap-buffer overflow caused by a mismatch between decoder vocabulary metadata and the joiner output width. Scope of review Please independently assess: 1. Whether the fix prevents the out-of-bounds access. 2. Whether the relevant decoder paths are covered, including the generic decoder and NeMo RNNT/TDT paths. 3. Whether the regression tests, including AddressSanitizer tests, meaningfully demonstrate the fix. 4. Whether any memory-safety gaps, missing negative tests or regressions remain. Deliverable A concise written report describing the code reviewed, checks performed, findings and any remaining concerns. This is a review-only engagement. I am not requesting implementation work or a general Android security audit. Budget $40 maximum, fixed price, subject to agreement on scope. Please confirm your relevant C/C++ security experience before accepting the contract.
Budget:
not specified
15 hours ago
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Android Developer
Applied
|
$20 - $40
/ hr
|
18 hours ago |
4
|
||
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Position Overview
We are looking for an expert-level Native Android Engineer to lead the technical direction, architecture, and overall quality of our core Android application. In this role, you will define mobile architecture at scale, implement modern Android best practices, mentor engineering teams, and solve complex, performance-critical technical challenges. You will work closely with cross-functional leaders in Product, Design, and Backend Engineering to deliver seamless, reliable, and high-performing mobile experiences. Key Responsibilities Architecture & Scalability: Architect, build, and maintain enterprise-grade Native Android applications using modern design patterns (Clean Architecture, MVVM/MVI, Modularization). UI/UX Frameworks: Lead the migration to and adoption of Jetpack Compose for dynamic, declarative UI layouts, adhering strictly to Material Design 3 guidelines. Performance & Reliability: Optimize app performance, battery usage, startup speed, and memory consumption; debug complex memory leaks, thread locks, and crashes using advanced profiling tools. Async & Concurrency: Implement highly responsive, thread-safe asynchronous code utilizing Kotlin Coroutines and Flow. Technical Leadership & Governance: Establish mobile engineering standards, lead technical design reviews, enforce strict code quality through rigorous peer code reviews, and mentor junior and mid-level engineers. Tooling & CI/CD: Drive automated testing strategies (Unit, UI with Espresso/Pinch, Integration) and oversee CI/CD automation pipelines for continuous build, test, and release delivery. Cross-Functional Collaboration: Partner with Product, UX/UI, and Backend teams to define robust RESTful/GraphQL API contracts and map functional requirements into scalable technical solutions. Required Technical Skills & Qualifications Experience: 8+ years of software development experience, with 6+ years dedicated to expert-level Native Android development. Language Proficiency: Mastery of Kotlin (idiomatic practices, coroutines, structured concurrency, flows) and deep operational knowledge of legacy Java codebases and interop. Modern Android Stack: UI: Jetpack Compose, Material 3, ViewBinding, Animations. Architecture & Jetpack: ViewModel, Navigation, Room, WorkManager, Hilt/Dagger Dependency Injection. Networking: Retrofit, OkHttp, Ktor, RESTful APIs, WebSockets, gRPC. Platform Internals: Deep understanding of Android OS internals, process lifecycle, memory management, background processing capabilities/restrictions, and custom view drawing/layout engine mechanics. Testing & Quality: Proficiency with JUnit, Mockk, Robolectric, Espresso, and UI Automator. DevOps & Tooling: Hands-on experience setting up Android CI/CD pipelines (GitHub Actions, Bitrise, Jenkins, Fastlane) and managing Google Play Console release workflows (staging, progressive rollouts, crash telemetry). Preferred / "Nice-to-Have" Qualifications Deep experience with Kotlin Multiplatform (KMP) for shared domain/business logic. Expertise in native C/C++ integration using the Android NDK and JNI interfaces. Experience with low-level audio/video streaming protocols (ExoPlayer/Media3), WebRTC, or hardware integrations (Bluetooth LE, NFC, Camera2 API). Exposure to app security hardening, obfuscation (R8/Proguard), OWASP mobile standards, and runtime application self-protection (RASP). Active open-source contributions to the Android community or speaker credentials at mobile engineering conferences. Core Competencies System Design Thinking: Ability to break down ambiguous business requirements into modular, reusable, and testable mobile sub-systems. Ownership & Accountability: Proven track record of end-to-end delivery of complex app features from initial design RFC through post-launch monitoring. Mentorship: Strong desire to level up the engineering team through continuous learning, design workshops, and actionable feedback.
Hourly rate:
20 - 40 USD
18 hours ago
|
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Vacation Browser-Game Farmer
Applied
|
~9 - 33 USD
|
20 hours ago |
-
|
||
|
I need a reliable player who can jump into my web-browser “horde survival” game for several hours each day while I’m on vacation. Each session is a simple 30-minute run: move around the map, collect the chests that drop, open rifts, clear the mini-bosses, and when the in-game timer hits 30:00 you exit and immediately queue up the next run. No grinding for the final boss, no side quests, no account tinkering—just the same safe routine run after run.
If a disconnect, patch, or failed attempt pops up, simply restart the game and resume the loop. The role is perfect if you’re already at your computer and want a light, steady task that earns a small passive income of roughly €2–3 per hour. All you need is a stable internet connection and a desktop or laptop browser; no installs or extra software required. Consistent uptime and sticking to the run-only focus are the key success metrics. Let me know your usual daily availability, and I’ll share the account details so you can start farming. Skills: PHP, JavaScript, Game Design, C++ Programming, Google Chrome, Game Development, Game AI Programming
Fixed budget:
8 - 30 EUR
20 hours ago
|
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Phát triển Ứng dụng Điều khiển
Applied
|
$2 - $8
/ hr
|
21 hours ago |
-
|
||
|
Tôi đang tìm đối tác đồng hành để thiết kế và phát triển một phần mềm điều khiển/ứng dụng đi kèm cho sản phẩm kỹ thuật của chúng tôi. Hướng tới tính ổn định, bảo mật và dễ mở rộng, giải pháp cần cho phép người dùng thao tác thiết bị một cách trực quan, thu thập dữ liệu theo thời gian thực và cập nhật firmware khi cần.
Công việc chính • Tiếp nhận yêu cầu kỹ thuật hiện tại của thiết bị và đề xuất kiến trúc phần mềm phù hợp (mobile, desktop hoặc web tùy gợi ý của bạn). • Xây dựng giao diện người dùng thân thiện, đa ngôn ngữ và có hướng dẫn sử dụng tích hợp. • Phát triển các mô-đun cốt lõi: kết nối thiết bị (Bluetooth, Wi-Fi hoặc USB), quản lý dữ liệu, cảnh báo lỗi, nâng cấp OTA. • Viết tài liệu kỹ thuật, hướng dẫn cài đặt và API để đội ngũ nội bộ dễ dàng bảo trì. • Kiểm thử chức năng & hiệu năng, bàn giao mã nguồn sạch, có chú thích. Yêu cầu kỹ thuật • Ưu tiên các framework phổ biến (Flutter, React Native, .NET MAUI, v.v.) để giảm thời gian triển khai. • Tuân thủ chuẩn bảo mật OWASP cho truyền dữ liệu. • Mã nguồn được quản lý qua Git, kèm CI/CD cơ bản. Thời gian Tôi không đặt giới hạn cứng về deadline; quan trọng là chất lượng cuối cùng và tính mở rộng lâu dài. Bạn có thể đề xuất lộ trình phù hợp, bao gồm các mốc demo và nghiệm thu. Nếu bạn từng phát triển ứng dụng điều khiển thiết bị hoặc IoT, hãy chia sẻ sản phẩm mẫu, repo GitHub (nếu công khai) và quy trình bạn thường áp dụng. Tôi sẵn sàng trao đổi chi tiết hơn để hai bên hiểu rõ phạm vi và khởi động sớm nhất có thể. Skills: C Programming, Mobile App Development, C# Programming, Software Architecture, C++ Programming, React Native, Flutter, API Development
Hourly rate:
2 - 8 USD
21 hours ago
|
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|
Conveyor Motion Control Emulator
Applied
|
not specified | 22 hours ago |
3
|
||
|
Need simulation of conveyor & robot system with motion control via Rockwell PLC using EIP communication to help diagnose the PLC software. 3 motion controllers in use. Current static model is built in Autodesk Inventor. Add more features into our solution. AI may be used to enhance its functionality as it is used. We shall rely on your expertise for features that you will suggest. submit your prior related experience as well. If no experience is attached, with 1st reply, will mean you have no experience & will treat you that way. Your 1st response will be the basis for our interaction. Must read & understand everything before going further. suggest any open source software if you are going to need. any tools or services used shall be provided, with their sources code. A user, installation & future maintenance manuals shall be provided.
Deliverables • User manual & other doc for full working system • source code & all supporting doc • Reasonable training to our person • support various use case Any tools used prices will be included in your bid & will become our sole property with no encumbrances or strings attached. Use of subscription services is discouraged. The budget given is placeholder only, so your bid must be final with amount & delivery time. No upfront. A 1st milestone will be created after a remote demo is shown. 50% payment after acceptable solution is delivered. 25% after job done. Final 25% payment will be after system delivery is with us for 2 weeks evaluation without any issues. Payment made only after all source code & support docs are delivered to us & approved. Respond only after reading full JD. Submit questions with 1st response only. No changes allowed to your response till after award acceptance. Do not use any AI or BOT assistance in your communications with us. Those will be treated as fake & action taken.
Budget:
not specified
22 hours ago
|
|||||
|
Game "Rematch" assitance
Applied
|
$25 - $50
/ hr
|
22 hours ago |
-
|
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|
I need assistance for the game Rematch.
Core features I want: Overlay for specific lines Optimization of reaction time on saves Please get in contact with me for specifics. Skills: PHP, C Programming, Game Design, Software Architecture, C++ Programming, Game Development, Game Programming, Game AI Programming
Hourly rate:
25 - 50 USD
22 hours ago
|
|||||
|
C Login System with Hash Tables
Applied
|
~13 - 27 USD
|
22 hours ago |
-
|
||
|
I need help completing 7 functions in the provided hash_table.c file to create a C-based login system using hash tables. The functionalities include user registration, password checking, and file loading.
Key Requirements: - User registration - Password checking - File loading/saving of user data Ideal Skills: - Proficiency in C programming - Experience with hash tables - Familiarity with file I/O in C Please provide a brief overview of your experience and approach. Skills: C Programming, C# Programming, Software Architecture, C++ Programming, Debugging, Software Development, Computer Science, Software Engineering
Fixed budget:
10 - 20 GBP
22 hours ago
|
|||||
|
Fix 3DTiles2OBJ maps api Converter
Applied
|
~7 - 21 USD
|
22 hours ago |
-
|
||
|
The 3DTiles2OBJ branch of EarthExtractor at https://github.com/netpipe/EarthExtractor/tree/main/3DTiles2OBJ my Google Maps photogrammetry tiles. Crashes, missing textures and broken material references keep appearing. I need the bugs tracked down and resolved so I can point the tool at a folder of already-downloaded 3D Tiles and reliably receive OBJ output complete with the matching MTL file and texture images.
Scope and priorities • Focus exclusively on conversion; the downloader code can stay as-is but does not need further work. • Output has to open in Blender or MeshLab with geometry, UVs, materials and textures all intact and correctly referenced. • Please leave the code open-source friendly (no proprietary libs) and document every external dependency. Skills: C++ Programming, Qt
Fixed budget:
10 - 30 CAD
22 hours ago
|
|||||
|
Senior C++ Developer, Software Architect, or Technical Instructor
Applied
|
$50 - $100
/ hr
|
23 hours ago |
5
|
||
|
We are seeking an experienced Senior C++ Developer, Software Architect, or Technical Instructor to deliver a 5-day instructor-led corporate training program for professional software developers.
The training will focus on modern C++ development, software architecture, secure coding practices, and GitLab-based DevSecOps workflows. Key Topics: • Modern C++ development, best practices, and advanced concepts • Software architecture, design principles, and maintainable code • Secure software development and common C++ vulnerabilities • GitLab source control, CI/CD pipelines, and DevSecOps practices • Practical exercises, demonstrations, and real-world applications Ideal Candidate: • Strong hands-on experience in professional C++ development • Experience with software architecture and secure coding practices • Familiarity with GitLab CI/CD and DevSecOps workflows • Ability to explain complex technical concepts clearly • Prior corporate training, mentoring, or technical workshop experience preferred Engagement Details: • Duration: 5 days • Format: Instructor-led corporate training • Audience: Professional software developers • Training materials and curriculum can be discussed with shortlisted candidates Important: We welcome applications from experienced C++ engineers and software architects who have strong communication skills, even if they have not previously worked as full-time trainers. When Applying, Please Share: 1. Your professional experience with C++ and software architecture 2. Your experience with secure development and GitLab DevSecOps 3. Any previous technical training, mentoring, or workshop delivery experience 4. Your availability for a 5-day training engagement
Hourly rate:
50 - 100 USD
23 hours ago
|
|||||
|
Build NinjaTrader 8 Trading Bot -- 2
Applied
|
$250 - $750
|
23 hours ago |
-
|
||
|
Hiring Experienced NinjaTrader 8 Algorithmic Trading Bot Developer
I am looking for an experienced algorithmic trading developer to build a fully automated trading bot for NinjaTrader 8 using C# and NinjaScript. The primary focus will be trading Nasdaq futures (NQ and MNQ), with the possibility of expanding to other futures markets and supported stock instruments. The goal is to develop a professional automated trading system based on price action, moving averages, market structure, and technical trading strategies. Project Requirements 1. Automated Trading System * Fully automated trade execution. * Automated buy and sell signals. * Long and short trading capabilities. * Customizable trading parameters. * Ability to enable or disable automated execution. 2. Technical Analysis * Multiple moving average strategies. * Price action and candlestick pattern recognition. * Support and resistance identification. * Trend confirmation across multiple timeframes. * Breakout and pullback detection. * Volume analysis. 3. Multi-Timeframe Analysis * 2-minute chart for entries. * 5-minute and 15-minute confirmation. * 1-hour timeframe for overall market direction. 4. Risk Management * Automatic stop-loss and take-profit orders. * Trailing stop functionality. * Configurable risk-to-reward ratios. * Maximum daily loss limits. * Maximum number of trades per day. * Position sizing controls. 5. Strategy Testing * Historical backtesting. * Strategy optimization. * Performance reporting. * Simulation and paper trading. * Walk-forward testing to reduce overfitting. 6. Platform Integration * Full compatibility with NinjaTrader 8. * NinjaScript/C# source code. * Easy installation and configuration. * Ability to modify strategy settings. * Documentation and technical support. Developer Qualifications Must have proven experience developing automated trading strategies for NinjaTrader 8. Experience with Nasdaq futures, algorithmic trading, price action strategies, and risk management is strongly preferred. Please provide: 1. Examples of NinjaTrader bots you have developed. 2. Your experience with NinjaScript and C#. 3. Whether you can build a fully automated strategy from custom trading rules. 4. Your estimated development timeline. 5. Your project pricing. 6. Whether you provide full source code ownership. 7. Whether you offer ongoing support and updates. I am looking for a reliable developer interested in building a professional, customizable algorithmic trading system. The complete trading strategy and specific entry/exit conditions will be shared privately after selecting a qualified developer and signing a confidentiality agreement (NDA). Skills: PHP, C Programming, C# Programming, Software Architecture, C++ Programming, NinjaTrader, Trading Bot Development, Algorithmic Trading
Fixed budget:
250 - 750 USD
23 hours ago
|
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|
Senior Computer Vision Engineer for Virtual Advertising at a Sporting Event
Applied
|
not specified | 23 hours ago |
5
|
||
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We are looking for an experienced computer-vision engineer to develop a proof-of-concept system for virtual advertising in recorded football broadcast footage.
The initial prototype should replace advertising shown on physical LED perimeter boards with new supplied creative, while keeping the replacement correctly positioned as the broadcast camera moves. This is an early-stage technical feasibility project. The first version will work with recorded footage rather than a live broadcast feed but we eventually want to get to that. Initial prototype requirements Using a short sample of football broadcast footage, the system should: Identify and track the visible LED perimeter boards. Replace the existing board content with supplied video or animated graphics. Maintain correct scale, perspective and positioning during camera movement. Mask players, officials and other foreground objects when they pass in front of the advertising. Produce a clean exported 1080p video. Use automated or semi-automated computer vision rather than manual frame-by-frame editing. Be capable of being adapted to additional footage and stadium configurations. The successful freelancer must provide the complete source code, documentation and setup instructions. Required experience Applicants should have strong practical experience in several of the following areas: OpenCV Python and/or C++ PyTorch, TensorFlow or similar frameworks Camera calibration Homography and perspective transformation Semantic or instance segmentation Object detection and tracking Video compositing FFmpeg or GStreamer CUDA or GPU optimisation Real-time or near-real-time video processing Experience with broadcast graphics, augmented reality, virtual production, sports analytics, Unreal Engine, NDI or SDI workflows would be useful but is not essential. Initial deliverable The first paid milestone will involve approximately 30–60 seconds of supplied football footage. The expected deliverable is: Replacement of the visible LED advertising. Stable tracking during camera pan, tilt and zoom. Foreground masking when players cross the advertising area. An exported demonstration video. Complete source code. Instructions explaining how to run the system with replacement creative. This is not a video-editing or manual rotoscoping project. We are looking for a technically reusable computer-vision solution. Potential future work If the prototype is successful, further work may include: Longer football broadcasts. Automated stadium and board calibration. Virtual 3D advertising carpets. Support for different stadiums and camera positions. An operator interface. GPU optimisation. Near-live or live video processing. Multiple regional advertising outputs. There is potential for a longer-term technical relationship for the right person or team. Application questions Please answer the following questions in your proposal: Describe a relevant project where you anchored graphics or virtual objects to footage from a moving camera. How would you track the geometry of LED perimeter boards during camera movement? How would you mask players passing in front of the replacement advertising? Would you use classical computer vision, machine learning or a combination of both? How would you minimise manual calibration or rotoscoping? What processing speed would you expect to achieve at 1080p? What additional development would be required to make the system operate live? Which parts of your previous work can you demonstrate on a video call? Are you personally completing the work, or would any part be subcontracted? Generic AI proposals will not be considered. Please explain your proposed technical approach and include examples of directly relevant work. Commercial terms The project will be structured through fixed-price milestones. The client must receive: Ownership of all bespoke source code following payment. Access to the code throughout development through a client-controlled repository. A list of all third-party libraries, models and licences. Full disclosure of any existing proprietary components. Documentation sufficient for another engineer to run and review the system. The supplied footage and commercial information must remain confidential and may not be used in portfolios or demonstrations without written permission. Please include: Your proposed budget for the initial prototype and full development. Estimated delivery schedule. Recommended technology stack. Any assumptions or technical limitations.
Budget:
not specified
23 hours ago
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MT5 EA Developer for Volatility Filter
Applied
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$20 - $40
/ hr
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1 day ago |
1
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We need an experienced developer to integrate a volatility filter into an existing MT5 trading system. The work includes reviewing the current setup, implementing the filter logic, testing performance, and ensuring the system runs reliably in live or demo environments. You should be able to communicate clearly, follow project requirements, and deliver a stable solution within the agreed timeline. Experience with similar trading system enhancements is highly preferred.
Hourly rate:
20 - 40 USD
1 day ago
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LPR / Video Analytics
Applied
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$1,000
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1 day ago |
5
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I'm looking to develop LPR and/or Video Analytics, preferably in C++. I'm looking for someone with hands-on experience who has already developed these kinds of apps. I'm looking for actual application functionality, not just object detection models.
Please send me a demo if you have any. Please start your msg with the words "I have experience with LPR / Video Analytics!"
Fixed budget:
1,000 USD
1 day ago
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Live Face-Swap Virtual Camera
Applied
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~74 - 105 USD
/ hr
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1 day ago |
-
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I need a custom virtual camera that can join a Zoom call and replace my face in real time with a chosen subject’s face. Before each meeting I want to load one or more reference photos (or short video clips) of that person; once the call starts, the software should track my head and mouth movements and render a realistic, latency-free face swap that other participants see as my camera feed.
Zoom is the first platform I must support, but I eventually want to point the same virtual camera at Google Meet and Microsoft Teams, so please keep cross-platform thinking in mind. Whatever stack you prefer—OpenCV, MediaPipe, TensorFlow, Unreal’s LiveLink, or your own pipeline—you’ll need to handle live video I/O, facial-landmark tracking, texture blending, and create a signed driver or plugin so the operating system recognises the feed as a standard webcam. Deliverables • Desktop application (Windows or macOS) that appears in Zoom as a selectable camera • Interface to import photos or videos that train/drive the swap model on the fly • Real-time, high-resolution face replacement that matches lighting and expressions • Installation package and brief usage guide for non-technical users When you reply, just show examples of past work that prove you have already built—or heavily contributed to—similar real-time video or AR projects. A short demo clip or repo link is perfect. Skills: C Programming, C# Programming, C++ Programming, OpenGL, Augmented Reality, Artificial Intelligence, OpenCV, Tensorflow, Computer Vision, Facial Recognition
Hourly rate:
7000 - 10000 INR
1 day ago
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Fix Error 4004 In Desktop Software
Applied
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~8 - 13 USD
/ hr
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1 day ago |
-
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I’m battling a persistent “Error 4004” that crashes my desktop application/game. The source code is available, the error is consistently reproducible on Windows, and I need a clean, permanent fix—not a workaround—delivered within one month of project start.
Please dive into the codebase, trace the exact trigger for Error 4004, patch it, and confirm stability across at least two system configurations. Share a concise summary of the root cause and the changes you make so I can maintain the project confidently going forward. When you place your bid, include examples of past work where you successfully debugged and resolved similar desktop-software or game-related errors; that track record will weigh heavily in my decision. Deliverables (all required): • Repaired source (or diff/patch) eliminating Error 4004 • A brief technical report: root cause, steps taken, testing performed • Compiled build or installer for quick validation Everything must be turned around inside the one-month window. I’ll test, confirm, and release payment once the fix proves stable. Skills: Windows Desktop, C# Programming, Software Architecture, Software Testing, C++ Programming, Debugging, Software Development
Hourly rate:
750 - 1250 INR
1 day ago
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Choy Sum Harvesting Vision System
Applied
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$250 - $750
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1 day ago |
-
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I need an end-to-end computer-vision pipeline that spots every Choy Sum plant in my greenhouse, decides whether it is Immature, Mature, or Overmature, pinpoints its X-Y-Z position, and flags only the harvest-ready plants for a robotic arm.
Camera & environment • A stereo camera will be mounted above the crop beds; depth or single-lens alternatives are not planned at this stage. • All images will come from my indoor farm, but none are yet captured or annotated, so the project starts with data acquisition and labelling. Core objectives • Train a YOLO-based detector in PyTorch that recognises individual plants and assigns the three growth-stage classes with high precision. • Derive 3-D coordinates from the stereo pair, fuse them with the class prediction, and output a clean list of mature-plant positions. • Package the results in a straightforward API or message format that my harvesting robot can consume. What I expect to receive - A documented data-collection protocol plus labelled dataset. - All training scripts, inference code, and trained weights. - A short technical report covering model architecture, evaluation metrics, and integration instructions. - A live demo (video or remote session) that shows the system detecting, classifying, and localising plants in real greenhouse footage. Please reply with your proposed timeline, a brief outline of your approach to stereo depth and YOLO fine-tuning, and any previous work you have done on agricultural vision systems or 3-D localisation. Skills: C Programming, Python, Software Architecture, C++ Programming, Artificial Intelligence, Pytorch, Computer Vision, YOLO
Fixed budget:
250 - 750 USD
1 day ago
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Game-Ready Modular Cyclist Avatar Assets
Applied
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$250 - $750
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1 day ago |
-
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I need a professional 3D artist to create the final, game-ready avatar assets for Tramo, an Android cycling app. Each user has a 3D human cyclist that levels up and can equip clothing, gear and bikes. The avatar is rendered in real time on mid-range phones by our own C++ engine (OpenGL ES 3.0), so all assets must be clean and optimized.
Style: we like stylized hero characters with hand-painted textures, similar to MOBA games. These two models show the level and feel we are looking for: - https://sketchfab.com/3d-models/none-e285df46a7c640bf9d5eeb1454ab8a4b - https://sketchfab.com/3d-models/none-f30e97934b9047fd9971ed022843efb4 These are only style references: our characters are modern human cyclists, not fantasy. We are open to your proposals. No third-party brands or logos, only our logo (SVG provided). Scope: - 2 base bodies (male and female): bare skin, minimal underwear, barefoot, short hair. Same skeleton with Mixamo-compatible bone names, A-pose, good deformation. Around 20-25k triangles per body, plus a lighter LOD. - About 26 modular clothing items (cycling jerseys, bib shorts, gloves, cycling shoes, casual items), each fitted to BOTH bodies and skinned to the same skeleton. They must combine without clipping or gaps at waist, wrists and ankles. Around 3-8k triangles each. - Rigid accessories: about 7 helmets, 3 sunglasses and a watch, attached to the head or wrist bone and fitting both bodies. - About 5 bikes (city, fixie and road bikes), in the same style and scale as the character. The cyclist stands next to the bike, not riding it. Avoid thin wire spokes: use solid or deep-section wheels that read well on a phone screen. Around 10-15k triangles per bike. - Budget for the full dressed character (body + clothing + accessories): max 50-60k triangles, plus the bike. If you think a different split works better, tell us in your proposal. - Optional, quoted separately: a few poses and gestures on the same skeleton, and 3 trophies. Technical: .glb (glTF 2.0), one file per body, one per clothing item per body, and one per accessory and bike. Hand-painted or PBR textures: 2048 px for bodies, 1024 px for clothing, accessories and bikes. Clean UVs and normals, real-world scale, Y-up. Names in English. Source files (.blend) included. Milestones: first both bodies plus one complete outfit and one bike, which we test in our engine before continuing; then the rest of the clothing; then accessories and bikes. Full commercial rights transfer, 100% original work. To apply: portfolio with game-ready characters (ideally stylized and with swappable clothing), experience with glTF and Mixamo rigs, how you would adapt this style to a modern cyclist (with examples of your own work), and price and timeline per milestone. Start your proposal with the word "pedal". Skills: Game Design, 3D Rendering, 3D Modelling, 3D Animation, Unity 3D, OpenGL, Game Development, 3D Game Art
Fixed budget:
250 - 750 USD
1 day ago
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Mechanical & Embedded Firmware Engineer Needed for Smart Electromechanical Product Development
Applied
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$50 - $90
/ hr
|
1 day ago |
3
|
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We are looking for an experienced Mechanical Engineer with strong embedded firmware development skills to help design and develop a smart electromechanical product from concept to functional prototype.
The project involves developing a compact automated device that integrates mechanical components, electric motors, sensors, and a microcontroller-based control system. We need a hands-on engineer who understands both mechanical design and embedded firmware development and can take responsibility for integrating these systems into a reliable, functional product. This is a real product development project, not a research or theoretical design assignment. Project Responsibilities: - Design and develop mechanical components, assemblies, and enclosures using SolidWorks, Fusion 360, or similar CAD software. - Design and integrate motor-driven mechanical mechanisms, including gears, actuators, and moving assemblies. - Select and integrate appropriate motors, sensors, microcontrollers, and electronic components. - Develop embedded firmware using C/C++ for STM32, ESP32, or similar microcontroller platforms. - Implement motor control, sensor interfacing, and automated operating sequences. - Develop and troubleshoot communication interfaces such as I2C, SPI, UART, and PWM. - Integrate mechanical, electrical, and firmware components into a complete functional system. - Support prototype development, testing, troubleshooting, and design improvements. - Prepare mechanical CAD files, firmware source code, technical documentation, and component specifications. Required Qualifications: - Strong professional experience in mechanical engineering and product design. - Proven experience developing embedded firmware for microcontroller-based products. - Proficiency in SolidWorks, Fusion 360, or equivalent mechanical CAD tools. - Strong programming skills in Embedded C/C++. - Experience with STM32, ESP32, Arduino, or similar microcontroller platforms. - Practical experience with motors, sensors, actuators, and electromechanical systems. - Good understanding of electronic circuits, wiring, and hardware integration. - Experience developing functional prototypes involving both mechanical and electronic components. - Strong troubleshooting and problem-solving skills. Preferred Qualifications: - Experience developing commercial electromechanical products. - Familiarity with PCB design and electronic hardware development. - Experience with motor drivers, PID control, and real-time embedded systems. - Knowledge of 3D printing, CNC machining, and design for manufacturing (DFM). - Experience preparing products for manufacturing and assembly. Project Expectations: We are looking for an engineer who can contribute to both mechanical design and embedded firmware development rather than specializing exclusively in one area. You should be comfortable working independently, identifying technical challenges, proposing practical solutions, and communicating progress clearly. The ideal candidate has previously developed complete electromechanical products and understands how mechanical systems, electronics, and firmware interact in real-world applications. When Applying, Please Include: 1. A brief description of your mechanical engineering and embedded firmware experience. 2. Examples of previous products or prototypes involving motors, sensors, and microcontrollers. 3. The CAD software and microcontroller platforms you have worked with. 4. Your experience integrating mechanical systems with embedded firmware. 5. Your availability and estimated weekly working hours. Please apply only if you have substantial hands-on experience in BOTH mechanical engineering and embedded firmware development. We are interested in establishing a long-term working relationship with the right engineer as the product progresses through prototyping, testing, and further development.
Hourly rate:
50 - 90 USD
1 day ago
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AI-Powered CCTV Loss Prevention – MVP Development
Applied
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not specified | 1 day ago |
1
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I’m developing an AI-powered loss-prevention system for delis and convenience stores.
I own a deli in Brooklyn, NY, and want to build an MVP using our existing security cameras. The goal is to use computer vision to identify potentially suspicious activities involving cashiers and customers, such as unusual register activity, potential employee theft, and shoplifting. The system should ideally: * Connect to existing IP cameras and DVR/NVR systems using RTSP or ONVIF where supported. * Analyze video footage using AI. * Detect and flag specific suspicious events. * Save short video clips with timestamps for review. * Provide a simple dashboard and alerts for business owners. * Eventually support multiple cameras and multiple business locations. I’m looking for an experienced computer vision engineer with a background in CCTV, real-time video analytics, and AI surveillance systems. I want to start with a small technical feasibility project using my own store’s cameras before investing in a full commercial platform. I’m interested in your recommended technical approach, estimated timeline, and budget for an initial MVP. The goal is to build a reliable, scalable product that can eventually be offered to other small businesses through a monthly subscription.
Budget:
not specified
1 day ago
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Broadband Mimo Mesh SDR Radio Development
Applied
|
$100,000
|
1 day ago |
3
|
||
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We are seeking an expert to design and develop a broadband Mimo Mesh SDR-Based Radio using the AD9361 series platform. The project includes implementing hopping and Ad hoc features to support dynamic network communication. The ideal freelancer should have strong experience in wireless communication systems and be able to deliver a reliable, high-performance solution. Please share relevant experience and examples of similar projects.
Client's questions:
Fixed budget:
100,000 USD
1 day ago
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Founding RL Environment Engineer
Applied
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not specified | 1 day ago |
3
|
||
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You will build agent environments from the real operating records of US businesses: dealerships, logistics firms, service companies. Most environments are built on invented tasks. Ours start from real work with real outcomes, such as a repair order, what the technician actually found, and whether the car came back.
Vellum licenses de-identified business records on behalf of the companies that create them. You would be our first engineer dedicated to turning those records into sandboxes, tasks and graders that AI developers train and evaluate agents on.
Budget:
not specified
1 day ago
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