Interview scorecard template

Immersive Experience Designer interview scorecard

Pre-screening scorecard for Immersive Experience Designer candidates.

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design visual communicationimmersive designspatial storytellingunreal unityxr prototyping
Complete evaluation framework

What to assess and how to score it

Review the evidence signals before interviewing. Then use the anchored descriptions—not instinct alone—to choose the score that best matches each answer.

01
Evaluation factor

Portfolio

35% weight

Review shipped immersive work: VR titles, projection-mapped installations, museum galleries or location-based attractions. Ask for footage, visitor numbers, dwell time, and their specific ownership of each build.

Evidence to listen for

  • Work exists and can be looked at, not just described
  • States what they made versus what the team or a template made
  • Shows range rather than one repeated style
  • Can walk through a piece from brief to final

Five-point scoring guide

1
Poor

No portfolio, or work that is unattributable or clearly templated.

2
Needs Improvement

Thin portfolio; unclear what they personally made.

3
Satisfactory

Real work with adequate range; contribution mostly clear.

4
Very Good

Strong varied portfolio with clear personal ownership.

5
Excellent

Shows two or three installed or released experiences with capture footage, footfall or session data, and a clear account of what they personally designed.

02
Evaluation factor

Craft and rationale

25% weight

Probe fluency in Unreal or Unity, Blender, TouchDesigner or Notch, spatial audio, locomotion and comfort choices, projector blending, and tracking hardware they have calibrated on site.

Evidence to listen for

  • Explains why a layout, type choice, or colour decision serves the brief
  • Knows typography and hierarchy as craft, not decoration
  • Works to a brand system without either breaking it or hiding behind it
  • Names the tools they are genuinely fast in

Five-point scoring guide

1
Poor

Cannot explain any decision; work is arbitrary.

2
Needs Improvement

Talks in taste terms only; no link between choice and brief.

3
Satisfactory

Sound craft with some ability to justify decisions.

4
Very Good

Articulate about why each choice serves the brief.

5
Excellent

Explains comfort mitigations, frame budget targets and interaction affordances with reasons tied to headset, sensor or venue constraints.

03
Evaluation factor

Feedback and iteration

25% weight

Test how playtesting shaped the work: guest observation sessions, wayfinding fixes, difficulty or pacing changes, and what they cut after watching visitors get lost or nauseous.

Evidence to listen for

  • Takes critique without treating it as an attack
  • Distinguishes a subjective preference from a real problem, and says so politely
  • Iterates fast rather than defending version one
  • Delivers files correctly and on time

Five-point scoring guide

1
Poor

Defensive about critique; will not revise.

2
Needs Improvement

Accepts feedback passively; iterations do not improve the work.

3
Satisfactory

Revises willingly; struggles to push back on weak feedback.

4
Very Good

Iterates quickly and can argue for the work when the feedback is wrong.

5
Excellent

Cites specific playtest observations that killed or reworked a scene, and describes the measurable improvement in flow or completion.

04
Evaluation factor

Working with the brief

15% weight

Assess work with producers, fabricators, technical directors and clients: fixed venue footprints, throughput targets per hour, accessibility requirements, budget caps, and IP or brand guidelines.

Evidence to listen for

  • Asks about audience and goal before opening the design tool
  • Works with marketing, product, or clients rather than in isolation
  • Flags an impossible brief early
  • Hands over files and assets others can actually use

Five-point scoring guide

1
Poor

Designs in isolation; ignores the brief's purpose.

2
Needs Improvement

Starts designing before understanding the goal.

3
Satisfactory

Asks the right questions when prompted.

4
Very Good

Interrogates the brief up front and hands over cleanly.

5
Excellent

Designs to throughput, ceiling height, sightlines and accessibility constraints from the outset, and negotiates scope without losing narrative intent.

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