Interview scorecard template

XR (Extended Reality) Developer interview scorecard

Evaluate XR (Extended Reality) Developer candidates across 4 weighted areas: technical proficiency, systems and trade-offs, evidence and rigour, and collaboration and communication. Technical proficiency leads at 35%, so check hands-on depth in Unity or Unreal with OpenXR: C# or C++ interaction code, XR Interaction Toolkit, hand tracking, spatial anchors, shader and material. Use the rubric to compare role-specific evidence consistently.

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software dataopenxrquest headsetsshader optimisationunity
TL;DR
For technical proficiency, look for evidence the candidate names specific SDKs, headsets and rendering paths worked with, and explains code they wrote for grab, gaze or locomotion systems. For systems and trade-offs, look for evidence the candidate quotes real GPU and CPU frame times, describes what was cut to hit budget, and weighs visual fidelity against comfort deliberately. 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

Technical proficiency

35% weight

Check hands-on depth in Unity or Unreal with OpenXR: C# or C++ interaction code, XR Interaction Toolkit, hand tracking, spatial anchors, shader and material work for mobile GPUs.

Evidence to listen for

  • Command of the languages, frameworks, and data tools the role actually uses
  • Understands correctness, performance, and failure modes, not just syntax
  • Has opinions on testing and can justify them
  • Reads and reasons about code they did not write

Five-point scoring guide

1
Poor

Cannot work independently; fundamentals are missing.

2
Needs Improvement

Weak fundamentals; output needs heavy review.

3
Satisfactory

Competent for the role; needs guidance on complex or unfamiliar work.

4
Very Good

Strong practitioner; handles hard problems with little guidance.

5
Excellent

Names specific SDKs, headsets and rendering paths worked with, and explains code they wrote for grab, gaze or locomotion systems.

02
Evaluation factor

Systems and trade-offs

25% weight

Probe frame budget decisions: holding 72 or 90 Hz on Quest standalone, single-pass instanced stereo, draw call and overdraw reduction, baked versus real-time lighting, foveated rendering trade-offs.

Evidence to listen for

  • Reasons about scale, latency, cost, and failure before writing code
  • Names the trade-off they chose and what they gave up
  • Understands the data lifecycle end to end
  • Anticipates what breaks at ten times the volume

Five-point scoring guide

1
Poor

No thinking beyond the immediate task; no awareness of scale or failure.

2
Needs Improvement

Limited architectural awareness; struggles with design decisions.

3
Satisfactory

Works within an existing design; makes sound local decisions.

4
Very Good

Designs for scale and maintainability; articulates trade-offs clearly.

5
Excellent

Quotes real GPU and CPU frame times, describes what was cut to hit budget, and weighs visual fidelity against comfort deliberately.

03
Evaluation factor

Evidence and rigour

25% weight

Assess how they measured comfort and performance: OVR Metrics Tool, RenderDoc, Unity Profiler captures, simulator sickness questionnaires, playtest sessions, crash and retention data from store builds.

Evidence to listen for

  • Validates results rather than trusting output
  • Knows how their work is measured and what a bad result looks like
  • Can describe a time their own analysis or model was wrong and how they caught it
  • Careful about data quality, leakage, and silent failure

Five-point scoring guide

1
Poor

Ships unvalidated work; no notion of how correctness is checked.

2
Needs Improvement

Validates superficially; misses obvious quality or leakage issues.

3
Satisfactory

Reasonable checks in place; rigour drops under time pressure.

4
Very Good

Validates thoroughly; can name a real error they caught in their own work.

5
Excellent

Cites before and after numbers from profiling tools plus user comfort feedback that changed a locomotion or UI decision.

04
Evaluation factor

Collaboration and communication

15% weight

Look for work with artists, 3D modellers, hardware teams and clients: polygon and texture budgets negotiated, build handoffs, store submission reviews, on-headset demo sessions with non-technical stakeholders.

Evidence to listen for

  • Explains technical work to non-technical stakeholders
  • Gives and takes code or peer review constructively
  • Documents enough that the work survives their absence
  • Aligns with team process rather than working around it

Five-point scoring guide

1
Poor

Cannot work in a team; resistant to feedback.

2
Needs Improvement

Communication issues create rework; lone-wolf tendencies.

3
Satisfactory

Adequate team member; documentation and review participation are light.

4
Very Good

Communicates well; reliable reviewer and collaborator.

5
Excellent

Describes setting asset budgets with artists and running headset demos where stakeholder feedback was translated into concrete backlog changes.

Evidence-led prompts

Interview questions for a XR (Extended Reality) Developer

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

  1. 01

    What type of extended reality applications have you developed?

  2. 02

    Can you discuss a challenging project you worked on and how you overcame the difficulties?

  3. 03

    Can you discuss developing for different headsets and hardware?

  4. 04

    Can you describe your experience with the engine you work in most?

  5. 05

    How familiar are you with the alternative major engine?

See the complete XR (Extended Reality) Developer question set
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