These skills do not affect the main grade but show the breadth of your profile.
3D Graphics & Computing
▼
Knows major 3D formats (glTF, FBX, OBJ, USDZ) and their applicability. Imports 3D models into Unity/Unreal and configures materials. Understands basic concepts: mesh, UV-mapping, normal maps.
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.
Defines 3D pipeline standards for the team. Coordinates work between 3D artists and programmers. Establishes asset budget guidelines. Implements automated asset quality checks.
Shapes the 3D asset pipeline strategy for the company. Evaluates new formats and tools (USD, MaterialX). Defines industry standards for XR assets.
AI Coding Assistants
▼
Uses ChatGPT/Claude to learn XR concepts and APIs. Formulates questions to get useful answers about AR/VR development.
Applies LLMs for solving XR tasks: debugging, architectural questions, code generation. Critically evaluates responses in the context of XR constraints.
Establishes approaches for using LLMs in the XR team. Defines areas of AI assistant applicability.
Uses GitHub Copilot for writing basic XR code and boilerplate. Verifies generated code before applying. Uses Copilot Chat to learn XR APIs.
Effectively uses Copilot to accelerate XR development: generating shader code, math helpers, tests. Critically evaluates suggestions for XR-specific code.
Defines the strategy for using AI assistants in the XR team. Establishes guidelines for applying AI tools.
Algorithms & Data Structures
▼
Knows fundamental data structures (arrays, hash tables, trees) and their applicability in XR. Understands Big-O notation. Implements simple search and sorting algorithms for AR/VR data.
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.
Reviews team's algorithmic solutions. Defines efficiency standards for XR systems. Mentors on algorithmic thinking.
Uses fundamental data structures for AR/VR development: List, Dictionary, Queue. Understands when to use arrays vs linked lists. Works with Transform hierarchies.
Applies specialized data structures for XR: spatial hash maps, priority queues for event systems. Selects optimal data structures for specific XR tasks.
Defines data structure usage standards for the XR project. Reviews architectural decisions on data structures.
Application Security
▼
Knows the main OWASP vulnerabilities and their applicability to AR/VR applications. Understands specific security risks — protecting spatial data and biometrics.
Implements AR/VR application security following OWASP recommendations. Ensures secure transmission of tracking data, protection of user avatars, and encryption of voice chat.
Establishes security standards for AR/VR applications based on OWASP. Conducts security reviews of XR components and trains the team on protecting immersive applications.
Applies basic secure coding practices in AR/VR projects. Protects user data — position, movement, and voice chat — during network transmission.
Implements secure networking in AR/VR — encrypting tracking and avatar data. Configures VR session authentication and anti-cheat protection in multiplayer.
Establishes secure coding standards for the AR/VR team. Conducts security reviews of XR components and trains on protecting spatial and biometric data privacy.
Caching
▼
Knows Redis basics and its application for caching AR/VR application data. Understands Redis's role in storing VR session state and accelerating asset loading.
Configures Redis for the AR/VR backend — caching scene state and user data. Implements pub/sub for real-time updates between VR clients and servers.
Defines Redis usage standards for the team's AR/VR infrastructure. Develops best practices for caching XR data and real-time session synchronization.
CI/CD
▼
Understands basic GitHub Actions for AR/VR projects: running build pipelines for Unity/Unreal AR projects, reading CI logs for XR build failures, understanding workflow triggers for platform-specific builds. Follows team conventions for AR/VR build automation.
Creates CI/CD pipelines for AR/VR projects with automated builds for different platforms. Configures matrix builds for Android, iOS, Quest, and desktop VR devices.
Defines CI/CD standards for the organization's AR/VR projects in GitHub Actions. Creates reusable workflows for building, testing, and distributing XR applications.
Clean Code & Refactoring
▼
Follows the code style guide for the XR project. Writes clear and documented code. Uses linters and auto-formatting. Follows Unity/Unreal naming conventions.
Conducts code reviews for XR code. Configures static analysis for C#/C++. Writes self-documenting code with clear naming. Refactors legacy XR code.
Defines the code quality strategy for the XR team. Conducts architectural code reviews. Establishes coding guidelines.
Cloud Providers
▼
Knows core AWS services for hosting AR/VR application backends. Understands how S3 is used for storing 3D assets and CloudFront for fast delivery.
Configures AWS infrastructure for AR/VR — S3 for assets, GameLift for multiplayer. Uses Lambda for event processing and CloudFront for global content delivery.
Defines AWS cloud standards for the organization's AR/VR projects. Develops reference architectures and trains the team on optimal cloud usage for XR.
Code Review
▼
Participates in code review as a reviewee. Responds to comments and fixes code. Learns colleagues' approaches to XR development.
Conducts code reviews of XR code: architecture, performance, best practices. Leaves constructive comments explaining XR-specific decisions.
Defines the code review process for the XR team. Conducts architectural reviews. Establishes review guidelines.
Concurrency & Parallelism
▼
Uses coroutines (Unity) / async-await (C#) for asynchronous operations in XR. Loads assets asynchronously to prevent freezes. Understands the event-driven model.
Architects asynchronous XR systems: scene loading, asset streaming, networking. Uses UniTask for performant asynchrony in Unity. Manages cancellation for VR transitions.
Defines asynchronous code standards for the XR project. Establishes approaches to streaming and dynamic loading.
Containerization
▼
Understands basic Docker concepts for AR/VR development: containerized build servers for Unity/Unreal, Docker images for CI pipeline dependencies, basic docker-compose for backend services. Follows team conventions for containerized AR/VR build environments.
Creates Docker images for AR/VR project CI/CD with pre-installed SDKs and tools. Configures containerized environments for testing server components of multiplayer VR scenes.
Defines containerization standards for the AR/VR team with base images and SDKs. Develops Docker environments for reproducible builds across different XR platforms.
Game Engines
▼
Getting started with Unreal Engine 5: Editor, Blueprints, C++ basics. Creates simple scenes and levels. Works with basic BP scripting for prototypes. Understands the Actor/Component model.
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.
Defines the technical strategy for using UE5 in VR/AR projects. Establishes coding and architecture standards. Coordinates with Epic Games when necessary.
Shapes the strategy for using Unreal Engine in the company. Evaluates the UE5 roadmap and its impact on VR/AR products. Defines the choice between Unity and Unreal.
Game Programming
▼
Works with Animator Controller / Animation Blueprint for XR characters. Sets up basic animations: idle, walk, grab. Uses Animation Clips and Blend Trees.
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.
Defines the animation strategy for the XR product. Coordinates work between animators and programmers. Establishes the animation pipeline for VR avatars.
Shapes the animation strategy for the XR ecosystem. Evaluates AI-driven animation for VR. Defines animation quality standards in XR.
Sets up basic audio in Unity/Unreal: AudioSource, sound effects. Understands 3D sound and its parameters (rolloff, spatial blend). Uses Audio Mixer for sound management.
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.
Defines the audio strategy for the VR/AR product. Coordinates work between sound designers and programmers. Establishes audio quality standards for XR.
Shapes the audio strategy for the company's XR ecosystem. Evaluates new spatial audio technologies. Defines audio standards for immersive experiences.
Git & Workflows
▼
Works with Git: commit, push, pull, branch, merge. Understands Git LFS for working with large XR assets. Resolves simple merge conflicts.
Uses Git strategies for XR projects: feature branches, rebasing, cherry-pick. Configures Git LFS for binary XR assets. Optimizes .gitignore for Unity/Unreal.
Defines the Git strategy for the XR project. Configures Git hooks and CI integration. Establishes branching and merging policies.
Integration Testing
▼
Writes basic integration tests for AR/VR application backends. Tests API interactions, asset loading, and data synchronization between client and server.
Develops integration tests for AR/VR systems — multiplayer, scene synchronization. Creates test harnesses for verifying network interaction between VR clients.
Defines integration testing standards for the AR/VR team with quality metrics. Implements automated XR scenario testing and trains developers on testing.
Kubernetes & Orchestration
▼
Understands basic Kubernetes concepts for deploying AR/VR backend services. Follows existing kubectl commands to check pod status and view logs for rendering and streaming services. Uses team-provided Helm charts for deploying spatial computing backend components.
Deploys AR/VR application server components in Kubernetes with auto-scaling. Configures StatefulSets for game servers and HPA for dynamic VR session load.
Defines Kubernetes deployment standards for the organization's AR/VR projects. Trains XR developers on container orchestration and managing game servers in a cluster.
Logging
▼
Uses basic logging in AR/VR applications to record events and errors. Logs structured data about rendering performance and user interactions.
Implements structured logging for AR/VR with FPS, latency, and tracking metrics. Configures log collection from VR devices with session context and environment parameters.
Establishes logging standards for the AR/VR team with an XR event taxonomy. Develops a logging library for immersive applications with user comfort metrics.
Metrics & Monitoring
▼
Getting started with Prometheus and Grafana for monitoring AR/VR application backends. Views dashboards with server-side metrics — connections, FPS, and session latency.
Configures AR/VR infrastructure monitoring via Prometheus and Grafana. Creates dashboards for tracking server simulation FPS, network delays, and rendering load.
Establishes monitoring standards for AR/VR projects with mandatory XR metrics. Develops reference dashboards and trains the team on immersive environment performance analysis.
Networking
▼
Understands basic networking concepts for AR/VR applications — low-latency streaming protocols, WebRTC for real-time communication, and bandwidth requirements for spatial data. Follows team guidelines for configuring network settings in XR runtime environments.
Implements the networking layer for AR/VR applications with UDP for positional data and TCP for reliable transmission. Optimizes network interactions to minimize motion-to-photon latency.
Defines networking standards for AR/VR projects with latency requirements. Trains developers on network code optimization to ensure a comfortable XR experience.
OOP & Design Patterns
▼
Knows basic patterns (Singleton, Observer, Factory) and applies them in XR development. Uses Observer for event-driven VR interactions. Understands the Component pattern in Unity.
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.
Builds a pattern catalog for XR development within the team. Reviews pattern application. Trains the team on architectural approaches.
Applies OOP principles (encapsulation, inheritance, polymorphism) in C# for Unity. Creates component-based architecture for AR/VR objects. Understands SOLID principles.
Architects OOP systems for XR. Uses interface-based design for cross-platform compatibility. Applies composition over inheritance for XR components.
Defines architectural approaches for XR projects. Conducts architecture reviews for SOLID compliance. Mentors on design.
Profiling
▼
Uses Unity Profiler / Unreal Insights for basic CPU profiling. Identifies hotspots in VR applications. Understands the frame budget for VR (11ms).
Profiles CPU for VR/AR applications: deep profiling, marker-based profiling. Analyzes call stacks to find bottlenecks. Optimizes Update/FixedUpdate loops.
Develops CPU performance strategy for the XR project. Implements automated CPU profiling. Defines CPU budgets for various systems.
Defines the CPU optimization strategy for the XR ecosystem. Evaluates new processor architectures for XR.
Prompt Engineering
▼
Composes basic prompts for generating AR/VR component code via AI. Learns to formulate requests for creating shaders, UI elements, and interaction scripts.
Develops prompts for automating AR/VR development tasks — shader and material generation. Creates templates for AI-assisted VR interface and interaction design.
Builds a prompt library for the AR/VR team — from code generation to design. Trains developers on applying prompt engineering to accelerate XR content creation.
Relational Databases
▼
Performs basic SQL queries for working with AR/VR application data in PostgreSQL. Understands storing scene metadata, user profiles, and space configurations.
Designs PostgreSQL schemas for an AR/VR platform — storing spatial data and scenes. Uses PostGIS for working with geolocation in AR applications and spatial queries.
Defines database design standards for the team's AR/VR applications. Trains developers on optimizing spatial queries and managing PostGIS data.
REST API
▼
Understands basic REST API concepts for AR/VR applications: fetching 3D assets and scene data via APIs, user session endpoints, basic content delivery API patterns. Follows team conventions for client-server communication in XR apps.
Designs REST APIs for the AR/VR platform with optimal endpoint structure. Implements APIs for managing 3D content, user sessions, and spatial data.
Defines REST API design standards for the team's AR/VR projects. Trains developers on optimal patterns for working with spatial data through REST.
System Design
▼
Understands system design basics for XR applications: client-server architecture for multiplayer XR, spatial computing data flow, and real-time rendering pipeline components. Follows team architectural patterns for XR content delivery and device interaction handling.
Architects AR/VR applications considering real-time requirements. Designs scene state synchronization systems between multiple VR clients.
Defines architectural standards for the organization's AR/VR systems. Conducts design reviews of complex XR projects with a focus on latency and multiplayer scalability.
Unit Testing
▼
Writes basic unit tests for XR logic using NUnit / Unity Test Framework. Tests helper functions and utilities. Understands the AAA principle (Arrange-Act-Assert).
Writes tests for XR systems: interaction logic, state machines, event handlers. Uses mocking to isolate VR dependencies. Configures test coverage for the XR project.
Builds a testing culture within the XR team. Defines coverage targets. Implements automated testing in CI for XR projects.
XR Platforms
▼
Getting started with Apple visionOS and RealityKit. Studies SwiftUI for spatial interfaces. Creates simple immersive experiences in Reality Composer Pro. Understands concepts of shared space and full immersion.
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.
Defines visionOS development strategy. Coordinates migration of XR applications to visionOS. Establishes development and testing processes for Apple Vision Pro. Engages with Apple Developer Relations.
Shapes the strategy for presence on the Apple XR platform. Evaluates spatial computing potential for business. Defines the architecture of cross-platform XR solutions (Quest + Vision Pro).