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Hiring AR & Virtual Reality Developers: Skills, Interview Stages, and How to Assess Them

joseph cole

Updated on December 2, 2022

Hiring AR & Virtual Reality Developers: Skills, Interview Stages, and How to Assess Them

joseph cole

Updated on December 2, 2022

In this post

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Quick answer: To hire AR and VR developers, define the platform first (mobile AR, standalone headset, or web), then screen for engine depth in Unity or Unreal Engine, C# or C++, real time 3D performance, and spatial interaction design. Verify those skills with a timed, hands on task before the technical interview, and review a portfolio build that actually runs on the target device.

A polished demo reel tells you very little. Most AR and VR portfolios are team projects, tutorial builds, or videos of apps nobody can install. The hiring problem is figuring out what the candidate personally built, and whether it holds 72 or 90 frames per second on real hardware.

This guide covers:

  • What AR and VR developers do
  • Why teams hire for these roles now
  • Technical skills to screen for
  • Soft skills that matter in immersive work
  • Education and credentials
  • A hiring checklist you can copy
  • A staged assessment plan
  • KPIs for the first year
  • FAQ

What AR and VR developers do

AR and VR developers build software for augmented reality (AR) and virtual reality (VR) devices. In practice, these developers create AR VR experiences that combine 3D models, interaction logic, and device sensors into one app.

Augmented reality places digital content on top of the physical world through a phone, tablet, or headset camera. Virtual reality (VR) replaces the physical world with a fully rendered environment inside a headset. Mixed reality sits between the two, where virtual objects respond to real surfaces.

Day to day, these developers:

  • Build interactive scenes in Unity or Unreal Engine, often as part of a wider app development team
  • Write gameplay and interaction logic in C# or C++
  • Integrate device SDKs such as ARKit, ARCore, OpenXR, and headset vendor toolkits
  • Import, optimize, and light 3D assets from artists and designers
  • Design spatial user interfaces that work with hands, controllers, gaze, and voice
  • Profile and tune performance so the experience stays smooth and comfortable
  • Test on physical devices and fix tracking, rendering, and input bugs

The job sits between game development, mobile engineering, and interaction design. Strong candidates are comfortable in all three, even if they lead with one.

Why teams hire AR & virtual reality developers now

Immersive software is no longer limited to games. Many companies first try AR or VR through outside development services, then build an in house team once a use case proves its value. Companies hire AR & virtual reality developers for training simulations, remote equipment maintenance, product visualization in retail, surgical and medical training, architecture walkthroughs, and digital twins in manufacturing.

Each of these use cases has a different bar. A retail AR try on app needs fast load times on a mid range phone. A safety training simulation needs accurate physics and assessment logic. A digital twin needs data integration with backend systems. Write the job description around the use case, not a generic “XR developer” template. Glider’s AR and VR developer job description is a useful starting point.

Technical skills to screen for

Game engines: Unity/Unreal Engine

Most production AR and VR work runs on Unity or Unreal Engine. Unity dominates mobile AR and standalone headsets. Unreal Engine is common in high fidelity simulation, automotive, and film. Ask which engine the candidate shipped in, which version, and which render pipeline they used. Someone who can explain why they chose URP over HDRP in Unity has done real work.

Programming languages

  • C# for Unity projects
  • C++ and Blueprints for Unreal Engine
  • Swift or Kotlin for native mobile AR wrappers
  • JavaScript or TypeScript with WebXR and Three.js for browser based experiences

Ability to create 3D content that performs

Developers do not need to be 3D artists, but they need to create 3D scenes that run well. Look for working knowledge of:

  • Polygon budgets, level of detail (LOD), and texture compression
  • Lighting, baked versus real time
  • Shader programming basics (HLSL, Shader Graph, or Unreal’s material editor)
  • Physics, colliders, and animation systems

Platforms and SDKs

  • ARKit (Apple) and ARCore (Google) for mobile AR
  • OpenXR for cross platform headset support
  • Vendor SDKs for standalone and tethered headsets
  • Spatial anchors, plane detection, image tracking, and occlusion

Spatial user interfaces

Flat screen patterns break in 3D. Good developers design user interfaces that sit at a comfortable distance, respect field of view, and work with hand tracking and controllers. Ask how they handle text legibility, menu placement, and locomotion options that reduce motion sickness.

Performance and comfort

Frame rate is a hard requirement in VR. Dropped frames cause discomfort. Candidates should know how to use the Unity Profiler or Unreal Insights, reduce draw calls, and manage memory on standalone headsets.

Soft skills that matter in immersive work

  • Spatial reasoning. Thinking in three dimensions about scale, depth, and user position.
  • Collaboration across disciplines. AR and VR teams mix 3D artists, UX designers, backend engineers, and subject matter experts.
  • User empathy. Testing with real people, watching where they get lost or uncomfortable, and changing the design.
  • Clear communication. Explaining a performance tradeoff to a product manager in plain terms.

Education and credentials

A bachelor’s degree in computer science, software engineering, game development, or a related field is common, but it is not a reliable filter. Many strong AR and VR developers came through game studios, bootcamps, or self taught projects.

Certifications from engine vendors, such as Unity certifications, show baseline familiarity. A shipped app, a public repository, or a build you can install on a headset says more than any credential. Judge competency over credentials.

AR and VR developer hiring checklist

Copy this checklist into your intake meeting with the hiring manager:

  • Target platform defined (mobile AR, standalone headset, PC VR, web)
  • Primary engine confirmed (Unity or Unreal Engine) and version
  • Use case defined (training, retail, simulation, game, digital twin)
  • Must have languages listed (C#, C++, Swift, JavaScript)
  • Device access for testing confirmed for the interview loop
  • Skills test chosen and time limit set (60 minutes or less)
  • Portfolio review criteria agreed (what the candidate built personally)
  • Performance target stated (for example, frames per second on target device)
  • Interview panel and scoring rubric agreed before sourcing starts
  • Identity verification step included for remote candidates

A staged assessment plan

Stage 1: Short screen

Confirm platform experience, engine, availability, and salary expectations. Ask one or two scoping questions, such as “What was the hardest performance problem you solved on a headset?”

Stage 2: Skills test

Use a timed test that covers C#, 3D math (vectors, quaternions, transforms), engine concepts, and AR/VR fundamentals. Glider’s AR and VR skill test is built for this stage. Pair it with a coding simulation when you want to see real code instead of multiple choice answers.

Stage 3: Technical interview

Walk through a project the candidate built. Ask them to explain a script, a scene hierarchy, or a profiler capture. Use the AR and VR developer interview questions to structure the conversation, and score answers against a rubric rather than gut feel.

Stage 4: Practical review

Have the candidate demo a build on a device, or extend a small starter project. Watch how they debug. This is where tutorial level candidates and production level candidates separate.

Red flags

  • Portfolio only shows videos, with no runnable builds
  • Cannot say which parts of a team project they built
  • No answer on frame rate targets or profiling
  • Treats VR user interfaces like a flat mobile screen

KPIs for AR and VR developers

Set measurable goals for the first year:

  • Frame rate stability on target devices
  • Crash rate and load time per build
  • Number of features shipped per release cycle
  • Tracking accuracy and bug resolution time
  • User comfort feedback and session length in testing

Frequently asked questions

What does an AR and VR developer do?

An AR and VR developer builds interactive applications for augmented reality and virtual reality devices, usually in Unity or Unreal Engine. The work covers scene building, interaction logic, device SDK integration, spatial user interfaces, and performance tuning.

What skills should I look for when I hire AR and VR developers?

Look for engine depth in Unity or Unreal Engine, C# or C++, 3D math, experience with ARKit, ARCore, or OpenXR, spatial UI design, and profiling. Soft skills include spatial reasoning and cross team collaboration.

Is Unity or Unreal Engine better for AR and VR?

Neither is better in every case. Unity is more common for mobile AR and standalone headsets. Unreal Engine is common for high fidelity simulation and visualization. Hire for the engine your product runs on.

Do AR and VR developers need a degree?

No. A bachelor’s degree in computer science or game development helps, but shipped projects and verified skills matter more.

How do I test AR and VR developer skills?

Use a timed skills test on C#, 3D math, and engine concepts, then a hands on coding task or project extension. Finish with a device demo where the candidate explains their code.

What is the difference between an AR developer and a VR developer?

AR developers add digital content to the real world and deal with tracking, plane detection, and lighting estimation. VR developers build fully virtual environments and focus on locomotion, comfort, and rendering performance. Many developers do both.

How long does it take to hire an AR and VR developer?

It depends on the market and seniority. Running a skills test before interviews shortens the process because the panel only meets candidates who already passed a technical bar.

How Glider AI helps you hire AR and VR developers

Glider AI is a skills validation platform that checks skill and identity before a candidate reaches your hiring manager’s calendar.

  • Skill assessments. A question bank covering 250+ technologies and 100+ hands on simulations, including live coding in a WebIDE. See skill assessment software.
  • Proctoring. Tab switching, copy and paste tracking, webcam and screen recording, and code plagiarism checks. Every flag is reviewable data, not an automatic rejection. See AI proctoring.
  • Identity verification. Photo ID, live selfie, location, and audio checks across each hiring stage, so the person who passed the test is the person who joins.
  • Interviews. One way video, AI guided, and fully autonomous AI interviews, each scored against a rubric. See AI interview software.

If your team is about to open AR and VR roles, start with the skills test and set the technical bar before sourcing. Then let the assessment decide who earns an interview.

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