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: Completing tasks under the guidance of senior colleagues. Learning the codebase, standards, and team processes. Writing code to spec, fixing simple bugs, writing tests.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
AR Content Creation Need
ARKit / ARCore Need
Game Performance Optimization Need
Game Rendering: Shaders, Pipeline Need
Latency Optimization Need
Markerless AR Tracking Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unity Engine Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Memory Management Need

Middle

2-5 years

Next

Responsibility: Independently developing features from decomposition to deployment. Participating in code review. Optimizing performance. Mentoring junior developers. Taking part in architecture discussions.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Game Animation Systems Need
Game Networking: Netcode, Photon Need
Game Performance Optimization Need
Game Rendering: Shaders, Pipeline Need
Latency Optimization Need
Markerless AR Tracking Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unity Engine Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Memory Management Need

Senior

5-8 years

Responsibility: Designing the architecture of components and services. Solving complex technical problems. Managing technical debt. Code review as a quality gatekeeper. Mentoring middle developers. Choosing technologies for new tasks.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
Game Animation Systems Need
Game Audio Programming Need
Game Networking: Netcode, Photon Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game Testing & QA Need
Game UX & UI Design Need
Latency Optimization Need
Markerless AR Tracking Need
Meta Quest Development Need
OpenXR Standard Need
Spatial Computing Need
Unity Engine Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Memory Management Need

Lead / Staff

7-12 years

Responsibility: Technical leadership of a team or area. Designing system architecture. Coordinating with other teams. Establishing standards and best practices. Participating in hiring. Planning the technical roadmap.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Networking: Netcode, Photon Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game Testing & QA Need
Game UX & UI Design Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Resource Optimization FinOps Need
Spatial Computing Need
Unity Engine Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Memory Management Need

Principal

10+ years

Responsibility: Technical strategy at the company or domain level. Cross-organizational influence. Solving systemic business problems through technology. Mentoring lead engineers. Publicly representing the company.

Key skills:

3D Asset Pipeline Need
3D Math: Linear Algebra, Quaternions Need
Apple visionOS Development Need
AR Content Creation Need
ARKit / ARCore Need
CPU Profiling Need
Game Animation Systems Need
Game Audio Programming Need
Game Networking: Netcode, Photon Need
Game Performance Optimization Need
Game Physics Need
Game Rendering: Shaders, Pipeline Need
Game Testing & QA Need
Game UX & UI Design Need
Latency Optimization Need
Markerless AR Tracking Need
Memory Profiling Need
Meta Quest Development Need
OpenXR Standard Need
Resource Optimization FinOps Need
Spatial Computing Need
Unity Engine Need
VR Controller Integration Need
VR Interaction Design Need
VR Locomotion & Comfort Need
Memory Management Need

Gap analysis: skills to develop

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

3D Asset Pipeline

Builds asset import pipeline in Unity. Optimizes models: LOD Groups, Mesh Compression, Texture streaming. Works with Addressables for dynamic XR asset loading. Creates AssetPostprocessor scripts.

3D Math: Linear Algebra, Quaternions

Fluently applies linear algebra in Unity XR: dot/cross product for spatial queries, Matrix4x4 for transformations, Quaternion.Slerp for smooth rotations. Implements ray-plane intersection for AR placement.

Apple visionOS Development

Develops visionOS applications through Unity PolySpatial: volumes, immersive spaces. Configures shaders for RealityKit rendering compatibility. Adapts VR content for mixed reality on Vision Pro.

AR Content Creation

Develops interactive AR content in Unity with physics and animations. Optimizes 3D assets for mobile AR (LOD, texture atlasing, mesh simplification). Uses Shader Graph for AR-specific shaders.

ARKit / ARCore

Uses advanced ARKit/ARCore features through Unity: image tracking (ARTrackedImageManager), face tracking, environment probes. Configures AR Occlusion Manager for realistic occlusion. Implements persistent AR anchors.

Game Animation Systems

Implements IK for VR avatars via Animation Rigging package. Creates procedural animation for VR hands. Optimizes skeletal animation for mobile VR. Works with Avatar Masks.

Game Networking: Netcode, Photon

Implements multiplayer XR in Unity via Photon PUN/Fusion or Normcore. Synchronizes VR interactions: grab, physics, voice chat. Optimizes network bandwidth for mobile VR.

Game Performance Optimization

Profiles XR applications: CPU/GPU via Unity Profiler, Memory Profiler. Optimizes: batching, LOD, occlusion culling, texture compression. Uses OVR Metrics Tool for Quest.

Game Rendering: Shaders, Pipeline

Optimizes VR rendering in Unity: draw call batching, GPU Instancing, occlusion culling. Develops XR-specific shaders in Shader Graph. Configures foveated rendering. Optimizes overdraw.

Latency Optimization

Optimizes end-to-end latency: render pipeline, input processing, physics. Uses Application SpaceWarp on Quest. Minimizes input-to-render delay.

Markerless AR Tracking

Implements advanced tracking in Unity: body tracking (ARHumanBodyManager), face mesh (ARFaceManager), environment mapping. Works with persistent world map for saving AR sessions. Configures scene reconstruction.

Meta Quest Development

Optimizes Unity application for Quest: Fixed Foveated Rendering, Application SpaceWarp. Uses Meta Interaction SDK for hand tracking and Passthrough. Profiles via OVR Metrics Tool and Meta Quest Developer Hub.

OpenXR Standard

Configures OpenXR extensions in Unity: hand tracking, eye tracking, composition layers. Works with OpenXR Interaction Profiles for various controllers. Debugs OpenXR runtime issues through Unity OpenXR Features.

Spatial Computing

Implements spatial computing in Unity: mesh reconstruction (ARMeshManager), spatial mapping, occlusion rendering. Works with cloud anchors for shared AR experiences. Uses Scene Understanding for virtual-real integration.

Unity Engine

Designs Unity XR project architecture: Addressables, URP rendering, ScriptableObject-based architecture. Uses Unity Profiler for XR optimization. Develops custom Editor tools for XR.

VR Controller Integration

Develops custom controller bindings through Input Action Assets. Implements finger tracking via Meta Hand Tracking SDK in Unity. Configures haptic patterns through XRController.SendHapticImpulse. Supports multiple controller types.

VR Interaction Design

Designs complex VR interactions: physics-based grab with XR Interaction Toolkit, two-handed interactions, snap zones. Implements haptic feedback through XR Controller. Creates custom XRBaseInteractable.

VR Locomotion & Comfort

Designs complex locomotion systems: continuous move with comfort vignette, climbing (ClimbProvider), flying. Implements dynamic comfort settings. Configures roomscale with Guardian/Boundary.

Memory Management

Minimizes GC in VR: object pooling, NativeArray, struct-based data. Profiles through Memory Profiler. Manages Addressables memory for XR assets.