Architects memory-aware systems for XR. Uses unmanaged memory (NativeArray, UnsafeUtility) for critical XR systems. Optimizes texture memory for mobile VR. Implements custom allocators.
Roles · AR/VR Developer · Senior
What a Senior } should know
34 core skills, 51 in total. Expectations per skill, and what changes at the next level.
This page lists what a Senior } is expected to know and do, skill by skill. Core skills are the ones a manager and peers assess in a review cycle; the rest count only in self-assessment. Main areas: Programming Fundamentals, Testing & QA, Version Control & Collaboration.
Core skills for a Senior
Grouped by area. The label on the right is the expected depth: Awareness, Working, Advanced or Expert.
Programming Fundamentals · 8
Develops high-performance algorithms for XR: BVH traversal, frustum culling, spatial indexing. Optimizes for CPU cache lines. Architects data-oriented systems for XR.
Architects asynchronous XR systems. Optimizes the async pipeline to minimize GC allocations. Implements streaming loading without freezes for VR.
Establishes code quality standards for the XR project. Configures automated quality checks in CI. Architects for maintainability.
Designs custom data structures for XR optimization: NativeArray, NativeHashMap for DOTS. Implements lock-free structures for multithreaded XR. Optimizes memory layout.
Designs custom architectural patterns for XR. Combines patterns for complex XR systems. Adapts patterns to real-time XR constraints.
Architects multithreaded XR systems. Uses Unity DOTS Job System for parallel computations. Optimizes the threading model to minimize frame spikes. Implements lock-free algorithms.
Architects large-scale OOP systems for XR. Balances OOP and data-oriented approaches for optimal performance. Develops APIs for XR libraries.
Testing & QA · 1
Architects the testing strategy for the XR project. Creates test frameworks for VR/AR-specific scenarios. Automates regression testing. Implements playmode tests.
Version Control & Collaboration · 2
Conducts deep code reviews focusing on XR performance, memory, and architecture. Develops a review checklist for XR. Mentors through code review.
Configures Git workflows for the XR team. Optimizes working with large repositories (partial clone, sparse checkout). Designs branching strategy for multi-platform XR.
Game Development · 8
Architects the performance strategy for the XR project. Implements automated performance testing. Optimizes the rendering pipeline: custom SRP, GPU instancing, compute shaders. Works with Vulkan/Metal for low-level optimizations.
Develops custom render pipelines for XR. Optimizes GPU performance for mobile VR (Quest). Implements advanced rendering techniques: reflection probes, dynamic GI, volumetric. Profiles using RenderDoc / Frame Debugger.
Architects large-scale Unity projects. Develops custom render pipelines and shaders. Uses Burst Compiler and Jobs System for high-performance computations. Creates native plugins. Configures DOTS/ECS.
Develops custom animation systems for XR: full-body tracking, facial animation. Implements physics-based animation. Optimizes skeletal animation for mobile VR (bone reduction, animation compression).
Architects audio systems for XR projects. Develops dynamic audio systems based on spatial context. Optimizes spatial audio for various XR devices. Integrates audio occlusion and reverb zones.
Develops custom physics solutions for XR. Implements deterministic physics for multiplayer VR. Optimizes physics timestep for the VR frame budget. Works with soft body and cloth physics.
Develops a UX framework for XR applications. Designs adaptive UI that accommodates different XR devices. Creates a design system for spatial interfaces. Explores new XR UX paradigms.
Architects UE5 project structure for VR/AR. Optimizes rendering for VR (instanced stereo, forward shading). Develops custom plugins and modules. Works with Unreal Insights for profiling.
XR: AR/VR/MR · 12
Develops mathematical algorithms for XR: spatial mapping, mesh reconstruction, ICP registration. Optimizes computations using SIMD instructions. Designs custom spatial data structures (octree, BVH) for XR scenes.
Architects the AR content creation pipeline from modeling to deployment. Develops procedural AR content and shaders. Implements PBR rendering for photorealistic AR. Optimizes the asset bundle strategy for dynamic AR content loading.
Has deep expertise in ARKit / ARCore. Designs solutions for production systems. Optimizes and scales. Mentors the team.
Deeply understands SLAM and visual-inertial navigation algorithms. Implements custom tracking solutions for specific scenarios. Integrates LiDAR data for mesh reconstruction. Develops multi-anchor systems for large-scale AR scenes.
Deeply optimizes Quest performance (Application SpaceWarp, foveated rendering). Implements custom Passthrough effects and Scene API. Develops Quest-specific features (Shared Spatial Anchors, Scene Understanding). Profiles via Meta Quest Developer Hub.
Has deep expertise in OpenXR Standard. Designs solutions for production systems. Optimizes and scales. Mentors the team.
Architects spatial computing systems. Develops algorithms for spatial mapping and reconstruction. Optimizes spatial queries and collision detection for real-time XR. Integrates machine learning for scene understanding.
Architects input abstraction for cross-device compatibility. Implements custom gesture recognition systems with machine learning. Optimizes hand tracking latency and accuracy. Develops finger tracking using the Quest Hand Tracking API.
Architects a UX framework for VR applications. Develops custom interaction systems (gesture recognition, eye tracking). Optimizes input latency for a comfortable VR experience. Implements multimodal interaction (voice + gestures + controllers).
Develops adaptive locomotion systems with dynamic comfort settings. Optimizes locomotion for specific VR devices (standalone vs PCVR). Implements redirect walking and impossible spaces. Researches motion sickness minimization at the rendering level.
Architects the asset pipeline for the XR project. Automates 3D asset optimization (batch processing, scripted import). Works with procedural generation for AR/VR content. Implements a USD pipeline for collaborative 3D workflows.
Architects visionOS applications with immersive spaces. Develops custom RealityKit components and systems. Optimizes rendering for visionOS (render-to-texture, shader optimization). Integrates SharePlay for collaborative XR.
Performance Engineering · 3
Architects low-latency systems for XR. Optimizes the render pipeline for minimal latency. Implements custom reprojection. Works with display timing and vsync.
Performs deep CPU profiling of XR applications: cache misses, branch prediction, SIMD. Uses platform-specific profilers (Snapdragon Profiler for Quest). Optimizes at the instruction level.
Performs deep memory analysis of XR systems: fragmentation, allocation patterns. Optimizes managed/unmanaged memory balance. Implements custom memory tracking.
Additional skills
Not assessed by the team, but part of the self-assessment and the development plan.
What changes at Lead
36 skills get a higher expectation or become core when moving from Senior to Lead. The biggest jumps first.
- 3D Asset Pipeline: Advanced → Expert
- Algorithms & Complexity: Advanced → Expert
- Apple visionOS Development: Advanced → Expert
- Async Programming: Advanced → Expert
- Code Quality & Refactoring: Advanced → Expert
- Code Review: Advanced → Expert
- CPU Profiling: Advanced → Expert
- Data Structures: Advanced → Expert
- Design Patterns: Advanced → Expert
- Game Animation Systems: Advanced → Expert
} in the open competency matrix: 51 skills across 5 levels. The matrix is free for individuals and stays free.