Interview scorecard template

Virtual Reality (VR) Designer interview scorecard

Pre-screening scorecard for Virtual Reality (VR) Designer candidates.

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design visual communicationcomfort and locomotionspatial uiunityvr interaction design
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

Ask for shipped VR builds on Quest, SteamVR, or PSVR2: probe their role in locomotion schemes, spatial UI, onboarding flows, and any published playtest or store metrics.

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 headset-ready builds they can name, explaining their exact contribution to locomotion, hand-tracking interactions, and measured retention or comfort outcomes.

02
Evaluation factor

Craft and rationale

25% weight

Test craft reasoning: why diegetic menus over floating panels, how they set affordances at arm's reach, frame budget trade-offs, and comfort choices like vignetting or snap turn.

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

Justifies each interaction decision against presence, reach envelopes, and a 72 or 90 Hz frame budget rather than aesthetic preference alone.

03
Evaluation factor

Feedback and iteration

25% weight

Probe how playtesting in-headset changed their designs: SUS or simulator sickness scores, observed flailing or hesitation, iteration cycles in Unity or Unreal blueprints.

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 in-headset test findings that reversed an early design, with before and after builds and reduced discomfort or task failure.

04
Evaluation factor

Working with the brief

15% weight

Judge collaboration with engineers, technical artists, and clients on scope: interpreting briefs for training sims, retail, or games under hardware and budget constraints.

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

Translates vague briefs into greyboxed prototypes and interaction specs quickly, negotiating scope against device limits and engineering effort.

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