Interview scorecard template

Virtual Reality (VR) Tourism Experience Designer interview scorecard

Evaluate Virtual Reality (VR) Tourism Experience Designer candidates across 4 weighted areas: portfolio, craft and rationale, feedback and iteration, and working with the brief. Portfolio leads at 35%, so ask for shipped VR tourism builds: heritage site walkthroughs, 360 video tours, museum installations. Check headset targets (Quest, Vive, Pico), session. Use the rubric to compare role-specific evidence consistently.

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TL;DR
For portfolio, look for evidence the candidate walks through two or three released experiences, naming the venue, headset platform, build size, and how many visitors completed a session. For craft and rationale, look for evidence the candidate explains teleport versus smooth locomotion decisions, vignetting, poly budgets, and baked lighting choices with reasons tied to comfort and frame rate. Apply the written 1–5 anchors to every answer, record the evidence behind each rating, and use the factor weights to reach a consistent overall assessment.
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 tourism builds: heritage site walkthroughs, 360 video tours, museum installations. Check headset targets (Quest, Vive, Pico), session length, and visitor numbers served.

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

Walks through two or three released experiences, naming the venue, headset platform, build size, and how many visitors completed a session.

02
Evaluation factor

Craft and rationale

25% weight

Probe the toolchain: Unity or Unreal, photogrammetry via RealityCapture or Metashape, spatial audio, locomotion choices, and how they hold 72 to 90fps while keeping comfort ratings high.

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 teleport versus smooth locomotion decisions, vignetting, poly budgets, and baked lighting choices with reasons tied to comfort and frame rate.

03
Evaluation factor

Feedback and iteration

25% weight

Look for evidence of playtesting with real tourists: simulator sickness reports, wayfinding confusion, headset hygiene queues, and what they changed between build one and final.

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 failures (guests missing a hotspot, nausea at a stair transition) and the redesign that measurably fixed them.

04
Evaluation factor

Working with the brief

15% weight

Assess work with tourism boards, heritage curators, and accessibility advisors: handling historical accuracy notes, multilingual narration, seated modes, and fixed operator throughput or budget limits.

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

Describes negotiating curator accuracy demands against runtime constraints, and delivering on a fixed installation date, throughput target, and accessibility spec.

Evidence-led prompts

Interview questions for a Virtual Reality (VR) Tourism Experience Designer

Use these prompts to surface evidence for the weighted factors above and compare candidates against the same role-specific criteria.

  1. 01

    Can you describe a VR tourism project you have worked on?

  2. 02

    Tell me about your experience with virtual reality technology.

  3. 03

    What is your experience with multi-platform VR development?

  4. 04

    How do you ensure the safety and comfort of users in a VR environment?

  5. 05

    How do you ensure accessibility in your VR designs?

See the complete Virtual Reality (VR) Tourism Experience Designer question set
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