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Hire AR/VR Developers for Immersive Experiences

Add Unity and Unreal engineers who build training simulations, AR product viewers and virtual walkthroughs that run smoothly on headsets, phones and the web.

Immersive development that performs on real devices

Augmented and virtual reality have moved from novelty to practical tools for training, sales and design review. A VR simulation can teach a safety procedure without risk, and an AR viewer can show a sofa in a customer's living room. These experiences only work when frame rates stay high, interactions feel natural and content loads quickly.

Manufacturers, healthcare educators, real estate developers, retailers and training companies hire our AR/VR developers. Some build standalone apps for Meta Quest or Apple Vision Pro. Others need AR features inside an existing mobile app, or WebAR experiences that open from a QR code without any download. Each target device brings its own performance limits and interaction rules.

We match developers on engine, target devices and type of interaction. They optimise 3D assets, profile performance on actual hardware and test with real users early. Many projects also need a 3D artist or backend developer, and we can add them. Nexzem handles the engagement, NDA and continuity, while you own all source and assets.

Build a team with AR/VR Developers

Pick roles and seniority, choose what they will work on, then send the brief. We come back with matching profiles.

AR/VR Developers, by seniority
  • Junior AR/VR Developer
    0
  • Mid-level AR/VR Developer
    1
  • Senior AR/VR Developer
    1
Round out the team
  • IoT Developer
    0
  • AI Developer
    0
What they will work on

What our AR/VR Developers can do for you

AR and VR developers for training simulations, product visualisers, virtual tours and immersive apps in Unity and Unreal.

  1. 01

    VR training simulations

    Interactive procedures for safety, equipment handling and soft skills on Meta Quest or PC VR, with scoring and progress data sent to your LMS.

  2. 02

    AR product visualisation

    Place-in-room and 3D configurators for furniture, appliances, machinery and fashion using ARKit, ARCore or WebAR, linked to your product catalogue.

  3. 03

    Virtual tours and walkthroughs

    Real estate, campus and facility tours in VR or on the web, built from CAD or BIM models with lighting tuned for realism.

  4. 04

    WebAR campaigns

    Browser-based AR experiences launched from a link or QR code, so customers engage without installing an app first. Useful for packaging, print ads and in-store displays.

  5. 05

    Mixed reality apps

    Spatial apps for Apple Vision Pro and Quest mixed reality, including hand tracking, passthrough and shared multi-user sessions.

  6. 06

    3D asset optimisation

    Polygon reduction, texture compression and level-of-detail setup that keep frame rates smooth on mobile chips and standalone headsets.

Why hire AR/VR Developers through Nexzem

  • Engine and device experience checked

    We review shipped builds and ask about performance work on the exact devices you target before recommending a developer.

  • Prototype during the trial

    Use the short trial to build an interaction prototype, so you can judge feel and performance on a headset or phone.

  • Assets and code are yours

    All source code, scenes and 3D assets produced belong to you, with an NDA signed on request.

  • Shared hours for playtesting

    Agreed overlap lets your team join playtests and review sessions while the developer is online.

  • Add specialists when needed

    Bring in 3D artists, backend developers or QA as the project grows, and release them when phases finish.

How to vet an AR/VR developer

AR and VR developers combine 3D graphics, interaction design and strict performance discipline. Check experience with Unity or Unreal, platform SDKs such as ARKit, ARCore, Meta's XR tools or visionOS frameworks, and the OpenXR standard. Ask to see apps they shipped and how those apps performed on standalone headsets or mid-range phones, not only on powerful development machines.

Performance and comfort are where XR projects succeed or fail. Strong developers understand frame rate budgets, draw calls, texture memory and asset optimization, and design interactions that avoid motion sickness. Ask how they handled 3D assets from CAD or design tools, since converting heavy models into real-time assets is a common challenge.

Product sense matters too. Many XR projects are training, sales or visualization tools where usability and measurable outcomes count more than visual spectacle. Developers who ask how success will be measured tend to build more useful experiences. Our guides to augmented reality and virtual reality explain the core concepts.

  • Shipped apps on phones or headsets.
  • Strong Unity or Unreal skills with platform SDKs.
  • Optimizes assets and rendering for frame rate.
  • Designs comfortable, intuitive interactions.
  • Converts CAD and 3D models for real-time use.
  • Tests with real users and devices.
  • Communicates clearly with designers and 3D artists.

Interview questions we use for AR/VR developers

We ask candidates about real constraints on real devices. They walk through a project, explain performance problems they solved and describe how they would design an experience for a specific use case, such as training technicians or visualizing furniture in a customer's living room.

Strong answers mention measurable targets, such as stable frame rates and session lengths, and include user testing for comfort and clarity. We value developers who suggest simpler approaches, such as WebAR, when they serve the goal better than a full app.

  • How do you keep a VR app at a stable frame rate on a standalone headset?
  • How would you prepare a large CAD model for mobile AR?
  • Which locomotion methods reduce motion sickness, and why?
  • How do you anchor AR content reliably in changing lighting?
  • When would you choose WebAR over a native app?
  • How do you measure whether a VR training module works?
  • How do you test an AR experience across many phone models?

Onboarding an AR/VR developer in the first two weeks

In week one, the developer reviews project goals, target devices, existing assets and code, and profiles current performance on the actual hardware. They agree on asset pipelines with designers and 3D artists and identify the biggest risks, such as heavy models or unclear interactions.

In week two, they deliver a playable prototype of one key interaction, tested on devices with a few target users. For full productions, our AR/VR development services combine developers with 3D artists, designers and QA for complete projects. Early prototypes on real devices prevent expensive surprises later.

Hiring AR/VR Developers: from first call to first commit

Every stage has an owner and an exit, so you always know where your hire stands.

  1. Stage 1

    Define the experience

    We discuss audience, devices, interactions and any existing 3D or CAD assets.

  2. Stage 2

    Match AR/VR developers

    You review profiles with demo builds on your target engine and hardware.

  3. Stage 3

    Interview and demo review

    Candidates walk you through previous projects and discuss performance trade-offs.

  4. Stage 4

    Prototype trial

    The developer builds a small interactive prototype you can test during the trial.

  5. Stage 5

    Build, test, release

    Continue monthly through full production, device testing and store or web release.

Where AR/VR Developers make a difference

  • VR safety training module

    An industrial company adds an AR/VR developer who builds a VR training scenario for hazardous procedures, with realistic interactions, scoring and results exported to the company's learning system for compliance records.

  • AR product visualization

    A furniture or appliance brand lets customers place true-scale products in their homes through AR, with a developer optimizing 3D models for phones and integrating the experience into the existing shopping app.

  • Remote assistance for field technicians

    Technicians share their camera view with remote experts who place annotations anchored to real equipment, built by an AR developer for the phones, tablets or headsets technicians already use on site.

  • Architectural walkthroughs

    A real estate developer offers immersive walkthroughs of unbuilt projects, with an XR developer converting design models into optimized real-time scenes buyers can explore in VR or on a tablet.

Tools our AR/VR Developers work with

Proven, well-supported tools chosen for your scale, budget and team, never for novelty.

  • Unity
  • Unreal Engine
  • Swift
  • Kotlin
  • JavaScript
  • Firebase
  • Figma
  • GitHub Actions

Hiring AR/VR Developers: FAQs

Something else on your mind? Ask a consultant and get a reply within one business day.

How much does it cost to hire an AR/VR developer?

It depends on the engine, target devices, interaction complexity, need for 3D art and engagement length. Engagement is monthly per developer after a short trial, and we confirm pricing following a free consultation.

Unity or Unreal: which should we use?

Unity suits mobile AR and most standalone headset projects. Unreal suits high-fidelity visualisation on powerful hardware. Our developers recommend based on your devices and visual goals.

Can AR work without an app download?

Yes. WebAR runs in the mobile browser from a link or QR code, though it has fewer capabilities than a native AR app.

Can you use our existing CAD or 3D models?

Usually yes. Our developers optimise CAD or BIM models for real-time use, reducing complexity while keeping the detail that matters.

Who owns the 3D assets and code?

You do. All code, scenes and assets created during the engagement are your IP, and we sign NDAs on request.

Which headsets and devices do your AR/VR developers support?

Our developers build for Meta Quest, Apple Vision Pro, PC VR headsets and mobile AR on iOS and Android, as well as browser-based WebXR. We recommend devices based on your audience, budget and use case, and test on the actual hardware.

Can AR/VR developers work with our 3D artists?

Yes. Developers work closely with in-house or external 3D artists, defining polygon and texture budgets, file formats and import pipelines so assets look good and perform well on target devices. Clear agreements early prevent expensive rework later in production.

We work with clients across the USA, UK, Australia, UAE, New Zealand and India.

Where we work

Tell us who you need on your team.

Share the role, stack and start date. We reply within one business day with matching profiles and next steps.