Select your current position

Pick a role and level — we'll show the growth path, skills and gap analysis.

Development path

Junior

0-2 years

Current

Responsibility: Выполнение задач под руководством старших коллег. Изучение кодовой базы, стандартов и процессов команды. Написание кода по спецификациям, исправление простых багов, написание тестов.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Code Review Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game UX & UI Design Need
Git Advanced Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unit Testing Need
Unity Engine Need
Unreal Engine C++/Blueprints Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Algorithms & Complexity Need
Async Programming Need
Code Quality & Refactoring Need
Multithreading Need
Design Patterns Need
OOP & SOLID Principles Need
Data Structures Need
Memory Management Need

Middle

2-5 years

Next

Responsibility: Самостоятельная разработка фич от декомпозиции до деплоя. Участие в code review. Оптимизация производительности. Менторинг junior-разработчиков. Участие в архитектурных обсуждениях.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Code Review Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game UX & UI Design Need
Git Advanced Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unit Testing Need
Unity Engine Need
Unreal Engine C++/Blueprints Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Algorithms & Complexity Need
Async Programming Need
Code Quality & Refactoring Need
Multithreading Need
Design Patterns Need
OOP & SOLID Principles Need
Data Structures Need
Memory Management Need

Senior

5-8 years

Responsibility: Проектирование архитектуры компонентов и сервисов. Решение сложных технических проблем. Ведение технического долга. Code review как gatekeeper качества. Менторинг middle-разработчиков. Выбор технологий для новых задач.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Code Review Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game UX & UI Design Need
Git Advanced Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unit Testing Need
Unity Engine Need
Unreal Engine C++/Blueprints Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Algorithms & Complexity Need
Async Programming Need
Code Quality & Refactoring Need
Multithreading Need
Design Patterns Need
OOP & SOLID Principles Need
Data Structures Need
Memory Management Need

Lead / Staff

7-12 years

Responsibility: Техническое лидерство команды или направления. Проектирование системной архитектуры. Координация с другими командами. Формирование стандартов и best practices. Участие в найме. Планирование технического roadmap.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Code Review Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game UX & UI Design Need
Git Advanced Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unit Testing Need
Unity Engine Need
Unreal Engine C++/Blueprints Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Algorithms & Complexity Need
Async Programming Need
Code Quality & Refactoring Need
Multithreading Need
Design Patterns Need
OOP & SOLID Principles Need
Data Structures Need
Memory Management Need

Principal

10+ years

Responsibility: Техническая стратегия на уровне компании или домена. Кросс-организационное влияние. Решение системных проблем бизнеса через технологии. Менторинг lead-инженеров. Публичное представление компании.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Code Review Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game UX & UI Design Need
Git Advanced Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unit Testing Need
Unity Engine Need
Unreal Engine C++/Blueprints Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Algorithms & Complexity Need
Async Programming Need
Code Quality & Refactoring Need
Multithreading Need
Design Patterns Need
OOP & SOLID Principles Need
Data Structures Need
Memory Management Need

Gap analysis: skills to develop

To reach the next level you'll need to develop:

3D Asset Pipeline

Builds the 3D asset import pipeline for the project. Optimizes models: polygon reduction, LOD, atlas textures. Works with PBR materials and shaders. Configures lightmapping and baking for AR/VR.

3D Math: Linear Algebra, Quaternions

Fluently applies linear algebra in AR/VR development: dot/cross product, projection matrices, rotation interpolation (slerp). Solves spatial geometry problems: ray-casting, intersection tests. Understands the difference between Euler angles and quaternions.

Apple visionOS Development

Develops visionOS applications using RealityKit and SwiftUI. Implements spatial windows and volumes. Uses ARKit on visionOS for hand/eye tracking. Works with PolySpatial for Unity projects on visionOS.

AR Content Creation

Develops interactive AR content with animations and interactions. Optimizes 3D models for AR (polycount, textures, LOD). Uses Reality Composer Pro and Scene Understanding. Creates AR filters and effects for social platforms.

ARKit / ARCore

Confidently works with ARKit and ARCore for creating AR applications. Uses image/object tracking, plane detection, and light estimation. Implements persisted anchors and AR collaboration sessions. Configures ARFoundation for cross-platform AR development.

Code Review

Conducts code reviews of XR code: architecture, performance, best practices. Leaves constructive comments explaining XR-specific decisions.

CPU Profiling

Profiles CPU for VR/AR applications: deep profiling, marker-based profiling. Analyzes call stacks to find bottlenecks. Optimizes Update/FixedUpdate loops.

Game Animation Systems

Implements IK systems for VR avatars (hand IK, body IK). Configures procedural animation for VR. Works with Animator Override Controllers for variety. Optimizes animations within the VR frame budget.

Game Audio Programming

Implements spatial audio for VR/AR using FMOD / Wwise. Configures HRTF for realistic 3D sound. Works with ambisonics format. Optimizes audio consumption for mobile VR.

Game Performance Optimization

Profiles and optimizes VR/AR applications: CPU/GPU bottlenecks, memory. Uses RenderDoc for GPU analysis. Optimizes for mobile VR (Quest): LOD, occlusion culling, baked lighting. Monitors thermal throttling.

Game Physics

Configures physics for VR/AR: precise collisions, Physics.OverlapSphere, raycasting. Optimizes physics computations (broad/narrow phase). Uses joints and constraints for VR interactions.

Game Rendering: Shaders, Pipeline

Optimizes rendering for VR: single-pass instanced, foveated rendering, fixed foveated. Works with URP/HDRP for VR. Develops shaders for AR (occlusion, shadow receiver). Optimizes draw calls and overdraw.

Game UX & UI Design

Designs VR/AR interfaces considering ergonomics and comfort. Implements diegetic UI, head-locked and body-relative elements. Conducts usability testing of VR interfaces. Considers accessibility.

Git Advanced

Uses Git strategies for XR projects: feature branches, rebasing, cherry-pick. Configures Git LFS for binary XR assets. Optimizes .gitignore for Unity/Unreal.

Latency Optimization

Optimizes end-to-end latency of VR/AR applications. Uses async time warp / reprojection. Minimizes input-to-render latency. Configures predictive tracking.

Markerless AR Tracking

Implements world tracking with persistent anchors for stable AR positioning. Works with body tracking and hand tracking via ARKit/ARCore. Configures SLAM parameters for optimal tracking under various lighting conditions.

Memory Profiling

Performs detailed memory profiling of XR applications. Analyzes memory snapshots to find leaks. Optimizes texture and mesh memory for mobile VR.

Meta Quest Development

Optimizes applications for mobile VR Quest (draw calls, overdraw, shader complexity). Uses Meta Interaction SDK for advanced interactions. Implements the Passthrough API for mixed reality. Works with Meta App Lab for distribution.

OpenXR Standard

Works with the OpenXR API directly for cross-platform XR development. Uses OpenXR extensions (hand tracking, eye tracking). Configures action-based input through the OpenXR Input System. Debugs OpenXR runtime issues.

Spatial Computing

Implements spatial computing for AR/VR: mesh reconstruction, spatial mapping, occlusion. Works with persistent spatial anchors and cloud anchors. Uses scene understanding for integrating virtual content with the real world.

Unit Testing

Writes tests for XR systems: interaction logic, state machines, event handlers. Uses mocking to isolate VR dependencies. Configures test coverage for the XR project.

Unity Engine

Architects Unity project structure (MVC/ECS approaches). Works with Addressables for asset management. Configures URP/HDRP for rendering. Uses Unity Profiler for optimization. Develops Editor tools.

Unreal Engine C++/Blueprints

Develops on Unreal Engine using C++ and Blueprints. Works with Nanite and Lumen for visual quality. Configures VR rendering in UE5. Uses the Enhanced Input System.

VR Controller Integration

Develops custom controller mappings for various VR devices. Implements advanced hand tracking with gesture recognition. Configures haptic feedback for controllers and hand tracking. Integrates Ultraleap for high-precision hand tracking.

VR Interaction Design

Designs complex VR interfaces with haptic feedback. Implements physics-based interactions (kinematic and dynamic object manipulation). Creates custom interactors and interactables. Works with hand tracking for natural interaction.

VR Locomotion & Comfort

Designs locomotion systems considering user comfort. Implements smooth locomotion with vignetting and other comfort mechanics. Configures roomscale tracking and guardian/boundary systems. Creates custom locomotion systems (climbing, swimming).

Algorithms & Complexity

Applies optimal algorithms for XR tasks: spatial hashing, octree for collision detection. Optimizes algorithms for time and memory in real-time XR. Uses graph algorithms for navigation.

Async Programming

Architects asynchronous XR systems: scene loading, asset streaming, networking. Uses UniTask for performant asynchrony in Unity. Manages cancellation for VR transitions.

Code Quality & Refactoring

Conducts code reviews for XR code. Configures static analysis for C#/C++. Writes self-documenting code with clear naming. Refactors legacy XR code.

Multithreading

Works with multithreading for XR: Job System (Unity), TaskGraph (Unreal). Implements offloading heavy computations to worker threads. Understands thread safety and race conditions in the XR context.

Design Patterns

Applies design patterns for XR: State Machine for VR states, Command for undo/redo, Object Pool for VR objects. Selects appropriate patterns for specific XR tasks.

OOP & SOLID Principles

Architects OOP systems for XR. Uses interface-based design for cross-platform compatibility. Applies composition over inheritance for XR components.

Data Structures

Applies specialized data structures for XR: spatial hash maps, priority queues for event systems. Selects optimal data structures for specific XR tasks.

Memory Management

Minimizes GC pressure in VR: object pooling, struct vs class, NativeArray. Profiles memory via Unity Memory Profiler. Manages AR/VR object lifecycle to prevent leaks.