XR Engineer
Group: Engineering
Roll-out by scenario
| Scenario | Engagement | Window | Rate | Year-one cost |
|---|---|---|---|---|
| A: full-time studio | Full-time remote employee | M6–M11 | $90,000–$130,000 base/yr | $56,250–$87,750 |
| B: lean core + contracts | Contract, 440–560 hours | M6–M11 | $70–$120/hr | $30,800–$67,200 |
Employee cost = base × months ÷ 12 × (1 + 25–35% employer load). Contract cost = hours × hourly rate.
Responsibilities
- Quest and Vive builds (OpenXR), performance, comfort
- MDM kiosk setup (ArborXR/ManageXR)
- Vision Pro full-immersion build if funded
Skills
- OpenXR in Unreal, Meta XR plugin
- Mobile GPU optimization
- Device fleet management
Requirements
- Shipped Quest title or LBE installation
Training (local tutorials)
- Tutorial — Getting Started with Unreal Engine 5.8
- Tutorial — OpenXR Headset Builds
- Tutorial — Packaging Builds for Each Surface
- Tutorial — Vision Pro Builds
- Tutorial — Performance Profiling
- Tutorial — Hair Cards and Groom LODs for Headsets
Remote working
Remote; on-site for VR room install.
Rate evidence
- Glassdoor XR developer $86k–$149k total pay
- Glassdoor, XR developer salary: https://www.glassdoor.com/Salaries/xr-developer-salary-SRCH_KO0,12.htm