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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