What AR/VR Engineers Actually Build
AR/VR engineers create immersive experiences across diverse applications.
Consumer VR Applications
Entertainment and social:
- VR games — Immersive gaming experiences
- Social VR — Virtual meeting spaces and social platforms
- Media experiences — 360° video, immersive storytelling
- Fitness applications — VR workout experiences
- Education — Interactive learning environments
Enterprise VR
Business applications:
- Training simulations — Safety training, procedural learning
- Design review — Architectural and product visualization
- Remote collaboration — Virtual workspaces
- Therapy applications — Exposure therapy, rehabilitation
- Data visualization — Immersive analytics
Augmented Reality
Real-world overlay:
- Industrial AR — Assembly instructions, maintenance guides
- Retail — Product visualization, try-before-you-buy
- Navigation — AR wayfinding and directions
- Medical — Surgical guidance, anatomy visualization
- Field service — Remote expert assistance
AR vs. VR Development
Virtual Reality
Fully immersive environments:
- Complete replacement of visual field
- Meta Quest, PlayStation VR, PC VR
- Higher performance demands (90fps minimum)
- Motion sickness considerations
- Roomscale and seated experiences
Augmented Reality
Digital overlays on reality:
- Real-world context preserved
- HoloLens, Magic Leap, mobile AR
- World understanding (planes, objects)
- Lighting estimation and occlusion
- Smaller field of view typically
Mixed Reality / Spatial Computing
The convergence:
- Apple Vision Pro, Meta Quest 3+
- Both AR and VR modes
- Passthrough with virtual elements
- Emerging platform paradigm
- Highest complexity
Skills by Experience Level
Junior AR/VR Engineer (0-2 years)
Capabilities:
- Build basic VR experiences in Unity
- Implement standard interactions
- Understand 3D coordinate systems
- Work with platform SDKs
- Optimize for basic performance
Learning areas:
- Advanced shaders and graphics
- Complex interactions
- Multi-platform development
- Performance optimization
Mid-Level AR/VR Engineer (2-4 years)
Capabilities:
- Design complete XR experiences
- Optimize for frame rate and latency
- Build custom shaders and effects
- Handle platform-specific requirements
- Work with 3D artists and designers
- Debug complex XR issues
Growing toward:
- Architecture decisions
- Team leadership
- Cross-platform strategy
Senior AR/VR Engineer (4+ years)
Capabilities:
- Architect XR applications
- Lead platform selection decisions
- Optimize for advanced rendering
- Solve novel interaction problems
- Mentor team on XR development
- Drive technical innovation
Curiosity & fundamentals
Independence & ownership
Architecture & leadership
Strategy & org impact
Interview Focus Areas
3D Mathematics
Foundation for XR:
- "Explain quaternions and why they're used for rotation"
- "How do coordinate transformations work in 3D?"
- "Walk me through a ray-casting implementation"
- "How do you handle camera projection in VR?"
Performance Optimization
Critical for XR:
- "How do you maintain 90fps in VR?"
- "Explain draw calls and batching strategies"
- "How do you optimize mobile VR performance?"
- "What causes motion sickness and how do you prevent it?"
Platform Knowledge
Technical depth:
- "Compare Unity XR and Unreal for VR development"
- "How does hand tracking work on Quest?"
- "Explain inside-out vs. outside-in tracking"
- "What's different about developing for Vision Pro?"
Interaction Design
User experience:
- "Design an interaction system for a VR application"
- "How do you handle locomotion in VR?"
- "How do you provide feedback in VR without screens?"
- "Design a UI that works in both AR and VR"
Common Hiring Mistakes
Treating as Standard Game Development
AR/VR has unique constraints: strict performance requirements, motion sickness considerations, and spatial interaction design. Pure game developers need adaptation time. Assess XR-specific experience.
Ignoring Platform Fragmentation
Quest vs. PC VR vs. Vision Pro vs. HoloLens are different development targets. Clarify your platform needs and assess relevant experience. Multi-platform work requires additional skills.
Over-Valuing Graphics Over Interaction
Impressive visuals matter less than comfortable, intuitive experiences. Motion sickness and poor interaction design ruin XR applications regardless of visual quality. Look for interaction design sense.
Expecting Fast Ramp-Up
XR development has a significant learning curve even for experienced engineers. 3D math, performance constraints, and platform SDKs take time to learn. Set realistic ramp-up expectations.
Where to Find AR/VR Engineers
High-Signal Sources
- XR communities — Unity forums, Unreal communities, XR Discord
- Game studios — VR game development teams
- Platform alumni — Meta, Apple, Microsoft XR teams
- Academic research — VR/AR research labs
- daily.dev — XR and Unity/Unreal followers
Background Transitions
| Background | Strengths | Gaps |
|---|---|---|
| Game Developers | Unity/Unreal, 3D | XR-specific patterns |
| Graphics Engineers | Rendering, optimization | XR interaction |
| Mobile Developers | Platform skills | 3D and XR |
| Frontend Developers | UI/UX thinking | 3D fundamentals |
Recruiter's Cheat Sheet
Resume Green Flags
- Shipped XR applications
- Unity or Unreal expertise
- Platform SDK experience (Meta, Apple)
- Performance optimization work
- 3D mathematics understanding
- Interaction design experience
Resume Yellow Flags
- Only non-XR game development
- No shipped XR projects
- Single platform only
- Missing performance focus
- No interaction design
Technical Terms to Know
| Term | What It Means |
|---|---|
| XR | Extended Reality (AR + VR + MR) |
| 6DoF | Six Degrees of Freedom (position + rotation) |
| 3DoF | Three Degrees of Freedom (rotation only) |
| Passthrough | AR mode using VR headset cameras |
| Inside-out tracking | Headset-based tracking (no external sensors) |
| Quaternion | Rotation representation avoiding gimbal lock |
| Draw call | GPU render command (fewer is better) |
| Frame rate | Frames per second (90fps typical VR minimum) |
| Latency | Input-to-display delay (critical for comfort) |
| Spatial anchor | Fixed point in physical space |