For immersive builds that hold frame rate on real headsets

Hire AR/VR Developers

An immersive build can look impressive on a workstation while still dropping frame rate on the actual headset or triggering nausea within minutes of real use. These developers are tested on catching that exact gap. They are then placed to keep an experience comfortable and performant as it keeps evolving.

  • Profiles typically within two business days
  • Replacement Assurance: If an engineer is not the right fit, a replacement from our own team starts within ten business days of your request, at no extra cost
  • You interview before placement if you want to
  • At least four hours a day inside your core working hours. Two hours plus a daily written handover for the US West Coast
  • 14-Day Risk-Free Trial: For your first engineer on a time-and-materials engagement. Up to 14 calendar days or 80 logged working hours, whichever comes first. End within the trial and pay nothing for trial hours. Continue beyond it and those hours are billed at the agreed rate. Unpaid trial work remains ours if you stop
Smooth enough that nobody feels sickReplacement is our cost, not yoursAI augmented, human governedEvidence before estimatesYour IP from day oneOne accountable owner per engagementFounded in 2011. Part of the Vinove Group500+ full-time engineers, as of September 2026NASSCOM member
Watch · the 90-second brief

How we evaluate an AR/VR developer

The tasks, the signals and the onboarding, walked through by the people who run them.

90 secWatch without filling in a form.
Developers reviewing a VR build's frame-rate profile together.90 secSample frame · video pending

01Published, not promised

The assessment behind every developer we send.

The AR/VR bar is published, not assumed: five competencies, the exact task behind each, and the shortcut that ends a candidacy. Most interviews ask which engine someone prefers. This one asks whether a scene holds frame rate on the actual target headset.

What we listen forWhether they protect frame rate as a hard constraint, not a nice-to-have.

The task we set

A VR scene renders beautifully on a development workstation but drops well below the headset's minimum frame rate once deployed. Diagnose and propose a fix.

What strong sounds like
Profiles the actual rendering bottleneck on target hardware and proposes cuts that protect the minimum frame rate as a non-negotiable constraint.
What gives us pause
Adds more visual detail to compensate for how the scene looks, without profiling why frame rate drops on the target headset.
Core

Unity · Unreal Engine · OpenXR

Platforms

ARKit · ARCore · WebXR

Interaction

Hand Tracking SDKs · Spatial Anchors · Controller Input

Optimization

Texture Compression · LOD Optimization · Draw Call Batching

02Who you actually meet

The bench, priced by seniority.

Three seniority tiers, priced honestly, and the engineers who fill each one today. Real names and photos take their place as soon as we can share them, and the standard stays exactly the same.

Engineer

Features scoped tightly enough to ship inside your review bar, every time.

The right first hire when your seniors already set the standard.

$2,100–2,800per month

Senior

The hard module nobody else wants to own, taken end to end.

Ownership of a surface, without adding a manager to your headcount.

$3,000–3,800per month

Lead

The workstream's decisions, made daily, so nothing waits on a meeting.

One accountable voice for a pod or initiative that can't afford to drift.

$4,100–5,200per month

  • AR/VR developer

    3 yrs · US East overlap

    Cut a scene's frame time in half after motion sickness reports started coming in from testers

    • Unity
    • Hand Tracking
    • Asset Optimization
  • Senior AR/VR developer

    6 yrs · UK + EU hours

    Redesigned a spatial interaction pattern after users kept missing a control that felt natural on paper

    • Unreal Engine
    • WebXR
    • Comfort Design
  • Lead AR/VR architect

    9 yrs · EU + US split

    Owns the cross-platform rendering standard applied across headset and WebXR builds of the same app

    • Architecture
    • Spatial Interaction Design
    • Performance Profiling

Indicative ranges, representative profiles. Exact figures and named engineers arrive with your shortlist.

Weighing this against a freelancer, a direct hire or a marketplace? See the honest comparison

03From stated problem to first change

Four steps, each closing on evidence.

This sequence tests judgement about real hardware constraints, not familiarity with one engine's menus. Stopping at any point along the way owes us nothing.

  1. Define the experience problem

    We map where your build is actually slow, nauseating or hard to interact with. The brief names that gap, not a list of engine features to know.

    A brief your product lead signs
  2. Match against your target hardware

    Candidates are screened against your actual headset, engine and platform mix. Three developers who understand your hardware beat thirty who list an engine on a CV.

    Three fits, not thirty CVs
  3. Assess on the real tasks

    Your team can watch the frame-rate and comfort-design exercises directly. What shows up is judgement about real hardware, not a rehearsed engine demo.

    Evaluation you can watch
  4. Onboard inside your project

    Access, standards and a first bounded performance fix shipped for real. Continuity cover keeps a departure from stalling a build mid-tune.

    A profiled build in week one

04Evidence and proof

Developers who made an immersive build actually comfortable to use.

AR/VR proof is a build that held frame rate on real hardware, not a smooth clip recorded on a workstation. Every record here waits for written client approval before production.

Explore case studies
A VR locomotion feature redesigned around a comfort-first pattern.
Pillar Learning · EdTech platform, US

A locomotion redesign that stopped making testers feel sick.

Pillar Learning's VR training module was making testers nauseated within minutes of the smooth-camera locomotion feature reaching them. An embedded AR/VR developer redesigned locomotion around a comfort-first teleportation pattern instead.

Tester-reported nausea
Eliminated
Locomotion pattern
Comfort-first teleportation
Sample · pending client approval
Portrait of a product VP discussing VR frame-rate profiling.

She profiled our scene against the actual headset and found the bottleneck nobody could see on a workstation.

Anika RaoVP Product, Koru Health
Sample · pending client approval
Portrait of an operations director discussing spatial interaction design.

She rebuilt our spatial menu around hand tracking instead of the flat mobile layout we had shipped by mistake.

Mei TanakaDirector of Operations, Tern
Sample · pending client approval

05Three shapes, one standard

Add a developer, an experience pod, or a practice.

Most teams start with one developer fixing performance or comfort issues first. Some need a pod that owns rendering and interaction design end to end. Where a whole immersive product matters more than one seat, we point you to the practice instead.

  • One named developer

    A single AR/VR specialist inside your direction and your review process. The smallest commitment, and the natural first step.

    Team extension
  • An experience pod

    A pod with its own lead that owns rendering performance, comfort and interaction design end to end. You set priorities while the pod carries delivery.

    Delivery pods
  • The practice, not the person

    Immersive builds here sit inside the wider product engineering practice, so when a whole product matters more than one seat, that practice takes it on instead.

    Product Engineering

06Straight answers

Asked before an AR/VR hire is signed.

What does an AR/VR developer actually do day to day?

Profiles rendering performance against the target headset, designs locomotion and interaction around comfort, and tunes assets that drag frame rate down. Protecting the minimum frame rate as a hard constraint runs through nearly all of it.

Do you hire for a specific headset or engine?

Matched to your actual platform. Frame-rate and comfort judgement transfers across Unity, Unreal and the major headsets, then the evaluation confirms fluency with whichever you run.

Can we run our own interviews as well?

Yes, the published tasks are built to be reused directly. Several clients now run the comfort-design exercise themselves in later hiring rounds.

How fast can an AR/VR developer start?

A shortlist arrives within days from a bench evaluated continuously. Actual start speed after that depends on how quickly your side can grant project and build access.

Who manages the engineer day to day?

Your product lead sets experience priorities and signs off on design direction. We take on the employment relationship, handling payroll and covering continuity when plans shift.

What if the engineer is not the right fit?

Say so before the first month closes and we cover the replacement in full. Whatever the gap was becomes part of the brief for the developer who follows.

Do your AR/VR developers use AI tools?

Yes, to draft first-pass shader code and interaction scaffolding quickly. The developer still owns every frame-rate tradeoff and comfort decision that ships to the headset.

How does pricing work for a hired AR/VR developer?

The range above is a planning guide; the shortlist settles the actual number once the scope is agreed. Monthly billing, no placement fee, notice-period exit only.