Freelancers using C# in Vienna
Freelancers using C# in Vienna
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Jiayin Li
max
Shinjuku City, Japan
Top 1 | Full-Stack & Flutterflow Expert | Mobile Engineer
$25k+
Earned
13x
Hired
4.8
Rating
283
Followers
Partner
Coach
+1
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Top 1 | Full-Stack & Flutterflow Expert | Mobile Engineer
2
C# Developer for AI-Driven Trip Scheduling App
2
9
3
NeonFlow Mobile UI
3
9
2
Development of Lovify Dating App
2
11
2
Development of Travelia Smart Travel Planning App
2
2
C#
(1)
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Max Hora
max
Dnipro, 49000
CTO | Team leader | Adviser | 27000+ hours and 140+ projects
$50k+
Earned
4x
Hired
5.0
Rating
54
Followers
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CTO | Team leader | Adviser | 27000+ hours and 140+ projects
1
Maxsip Telecom | CTO working on scalable telecom solution
1
36
2
CrewTraka Mobile App Optimization
2
49
0
Open Source | Fluent Terminal for Windows
0
26
1
Qt/QML C++ Architect
1
82
C#
(3)
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Ryan Hughes
Copenhagen, Denmark
AI & Software Expert for Advanced Industry Solutions
$1k+
Earned
1x
Hired
5.0
Rating
22
Followers
expert
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AI & Software Expert for Advanced Industry Solutions
2
RhinoGPT - A GPT Specialized For Rhino Software Development
2
77
0
Integrated Design For Manufacturing & AR-Aided Assembly
0
176
1
Synchronous Evolutionary Optimization Solver For Rhino Compute
1
51
19
We’ve been getting a surge of urgent requests for Agentic AI consulting — and it’s exciting to see how fast the field is moving. Graph Technologies develops systems that combine reasoning, automation, and adaptability across real-world contexts — from games to financial trading platforms. We deliver high-performance, low-latency systems, focusing on keeping models fast, accurate, and cost-efficient — not just clever in theory. We’re preparing a set of whitepapers that share insights, benchmarks, and case studies from our recent projects — stay tuned on graphtechnologies.xyz (http://graphtechnologies.xyz) for their release. If you’re exploring agentic AI, automation, or intelligent integrations, feel free to reach out via Contra or at ryan@graphtechnologies.xyz (mailto:ryan@graphtechnologies.xyz) to collaborate or exchange ideas.
19
286
C#
(3)
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Will Sanders
pro
Denver, USA
.NET Developer | Sitecore, Kentico & Umbraco Expert
1x
Hired
5.0
Rating
4
Followers
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.NET Developer | Sitecore, Kentico & Umbraco Expert
0
Blytheco - Umbraco Full Site Build
0
21
0
Pinnacle Propane - Sitecore Content and Development
0
18
0
PRG - Full Sitecore Build
0
20
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C#
(3)
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Harshit Bhandari
Udaipur, India
Game Developer | Prototyping, Mobile, AI & Multiplayer
New to Contra
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Game Developer | Prototyping, Mobile, AI & Multiplayer
0
The Balancing Game - Monogame based arcade game
0
2
0
Natural Mutation touch based arcade game
0
2
0
Monster Maker Arcade Game Development
0
3
0
So what’s the question arcade game with Unity
0
2
C#
(5)
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Aztoon Lab
Aktobe, Kazakhstan
Senior Unity Performance Engineer & Refactoring Specialist
6
Followers
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Senior Unity Performance Engineer & Refactoring Specialist
1
In the December 2025 - wrapped up this Unity Tower Defense overhaul! 🚀 Started with legacy spaghetti code, tight coupling, and Update() hell. Over 6 phases, rebuilt with ECS-inspired systems, runtime fixes, pooling, GPU instancing, SRP Batcher & shadow optimization. Results: • +125% FPS (63.9 → 144.1 VSync-locked) • 99.5% fewer Update() calls • 74% batch reduction (7,277 → 1,917) • 99% shadow casters cut (9,125 → 83) Outcome: Scalable codebase + ~136 pages of docs (architecture, metrics, handover guide). Locked at 144 FPS - rewarding! 😊 Aztoon Lab Github (https://github.com/aztoon-lab/unity-optimization-case-TD.git) | LinkedIn (https://www.linkedin.com/in/aztoon-lab/?lipi=urn%3Ali%3Apage%3Ad_flagship3_detail_base%3B4dpKXccQTWKEVLrz1pfCcA%3D%3D) | GitBook Showcase (https://aztoon-lab.gitbook.io/) |
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Batch Processing: how I reduced CPU overhead by 99.5% in Unity Working on tower defense optimization. Initial state: 64 FPS, game lags at wave 7. Opened Profiler - found the problem: 11,900 Update() calls per second. Every Enemy, Tower, Projectile, StatusEffect had its own Update() method. The Problem: 500 enemies × Update() = 3,000 calls/sec 600 towers × Update() = 3,600 calls/sec 1,800 effects × Update() = 10,800 calls/sec Total: 11,900 calls/frame The Solution: System-based architecture Instead of 500 individual Update() → one MovementSystem.Tick() processing all entities in a single pass. Results: Update() calls: 11,900/sec → 50/sec (-99.5%) CPU time: 15.6ms → 6.9ms (-56%) FPS: 63.9 → 144.1 (+125%) Key takeaway: Batch processing beats individual updates 20× in performance. #Unity3D #SystemArchitecture
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167
1
Unity Tower Defense: Performance Overhaul & Full Refactor
1
1
1
Comprehensive Documentation for Post-Refactoring Team Handover
1
1
C#
(3)
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Giacomo Mariani
20851 Lissone, Italy
Unity C# Tech Lead & ML Specialist
6
Followers
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Unity C# Tech Lead & ML Specialist
2
You Suck At Parking
2
40
0
Megaweapon
0
74
0
Grey Eminence
0
47
1
Role Playing Game
1
22
C#
(4)
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Daniel Mazhara
pro
Dnipro, 49000
from L to W in app dev and design for soft | crypto | games
New to Contra
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from L to W in app dev and design for soft | crypto | games
1
Development of Gameplay Features for Pro League Soccer
1
1
1
2
Pour & Solve: Water Sorting Game Development
1
2
2
2
Development of Crypto Race Game
1
2
1
2
Bro Royale: Intense Multiplayer Mayhem Shooter Development
1
2
2
C#
(21)
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