Virtual Reality Game Developer
Ready to build worlds people wonât want to leave? Here, youâll ship VR experiences that feel fast, fluid, and alive. We move quickly. We test in-headset daily. We celebrate small wins, fix whatâs not working, and keep players at the center. If that sounds like your kind of game,
letâs talk.
Why this role matters
Great virtual reality isnât just code and shaders. Itâs presence. Itâs comfort. Itâs that moment a player forgets the real world for a second and laughs out loud. Youâll craft those moments. Weâll count on you to turn rough prototypes into polished, optimized builds that run smoothly on devices like Quest and PC VR. The work touches gameplay systems, interaction design, and performance tuningâbecause VR comfort and framerate really do make or break the magic.
What youâll make happen
Youâll jump into live gameplay and new ideas. Some days you spike a locomotion prototype; other days you hunt a nasty hitch until itâs gone. You collaborate with artists, designers, and QA to get features over the line. Clear, frequent playtests guide decisions. When a build needs a frame back, you find it.
Youâll:
- Build interactive systemsâgrabbing, throwing, climbing, hapticsâthat feel intuitive and responsive in-headset.
- Implement VR UX patterns that reduce motion sickness and improve comfort, like snap-turning, vignette options, and smart teleport.
- Optimize CPU/GPU with profiling, culling, batching, and shader simplification so 72/90Hz holds steady.
- Wire up gameplay logic, achievements, and analytics to learn from real player behavior.
- Ship updates through a steady CI/CD pipeline with code reviews and automated builds.
Dayâtoâday snapshot
- Morning huddle: 10 minutes, cameras on. Quick blockers. A meme or two. Itâs fine to bring coffee.
- Focus time: deep work on core mechanics in Unity or Unreal Engine.
- Headset hour: daily playtesting to feel progress and catch regressions early.
- Review: short async comments on a pull request so youâre not stuck waiting.
- Wrap: post a GIF or a short clip. Celebrate the tiny win. Move the goalpost forward.
The tech youâll touch
- Engines & languages: Unity (C#) or Unreal (C++), plus tools like Rider or Visual Studio.
- Platforms: Meta Quest, SteamVR, OpenXR.
- Systems: physics, animation, input, shaders, lighting, audio spatialization.
- Tooling: Git, Perforce, Jenkins/GitHub Actions.
What helps you shine
Talk straight. Ship often. Own your craft. If you thrive on feedback and iteration,
youâre already close. The checklist below helps, but if youâre missing a box and can learn fast,
donât count yourself out.
- Strong experience building realâtime 3D features in Unity or Unreal.
- Comfortable with C# or C++ and debugging tools (profilers, frame capture, logs).
- A handle on VR comfort: locomotion tradeâoffs, hand tracking quirks, interaction design.
- Performance instincts: scene organization, draw calls, material/shader cost.
- Collaboration: you write clear commits, give kind code reviews, and ask for help early.
- Player empathy: you listen to playtest notes and fix the friction that breaks immersion.
Niceâtoâhave extras
- Multiplayer experience (lobbies, sessions, netcode basics).
- Mobile VR or mixed reality exposure.
- Familiarity with accessibility in VR and inclusive design.
- Experience with procedural content or tools for level designers.
True story time
A few months back, Maya, one of our gameplay devs, noticed new players kept dropping items by accident. Tiny issue, big annoyance. She recorded five playtests, saw the pattern, and tweaked grab thresholds plus a small haptic nudge. Drop rates fell by half the next day. Players stopped fighting the system and started having fun. Thatâs the kind of practical, human fix that makes this work satisfying.
Another moment: on a Friday build, a boss encounter stuttered right as the arena lit up. Annoying. Tomas dove into the renderdoc capture, found an overdraw hotspot, and refactored the particle pass. The stutter vanished. We ended the week cheering in the headset, not in the spreadsheet. Small story, big smile.
How we work (remoteâfirst, peopleâfirst)
Remote can get lonely. We keep it human with weekly game jams, short huddles, and optional coâworking rooms. Cameras are welcome, pajamas too. Youâll have a travel budget for a couple of onâsite sprints a year. Time zones? We overlap a few core hours so
weâll actually talk, then protect deep work the rest of the day. Clear docs beat noisy chats.
We care about balance. Headsâdown time is real. Meetings are short. If you need a quiet day to crush a task, say it. If youâre stuck, raise a hand and pair up. We learn publicly and move on. No heroics. Just steady momentum.
Your first 90 days
Day 0â30 â Learn the codebase, set up tools, and ship a small feature to production. Pair with another dev to learn our interaction patterns and VR UX playbook.
Day 31â60 â Own a mechanic endâtoâend. Example: refine teleport and smooth locomotion options, with analytics to measure comfort and retention. Share a short post on the impact.
Day 61â90 â Lead a miniâmilestone. Rally design and art, plan tasks, push the build, and present results in a headset demo. Leave behind docs others can build on.
What tools youâll rely on
- Unity Profiler or Unreal Insights to track CPU/GPU.
- Frame capture tools for draw call and GPU timing.
- Issue tracking in Jira or Linear. Short tickets. Clear outcomes.
- CI/CD to automate builds and keep releases predictable.
Pay, perks, and hours
- Annual base salary: $110,500 (USD), remote.
- Flexible hours with a few shared core hours for sync.
- Hardware stipend for your VR setup and a solid dev machine.
- Generous PTO and wellness days. Take them. Come back fresh.
- Learning budget for courses, engine licenses, or a conference youâve eyed.
How we keep players comfortable
We take motion sickness seriously. Youâll help bake in comfort settingsâvignette, turn speeds, roomâscale optionsâand test with a variety of players. Accessibility isnât an extra; itâs part of the feature. Clear tutorials. Subtle guidance. Smart defaults. When in doubt, test again.
Growth path
You can go deep on rendering, lead gameplay, or step into technical direction. Prefer people leadership? Mentor a small squad, grow into a lead, and guide features from pitch to patch. Prefer craft mastery? Specialize in physics, animation, or XR input and become the person folks tap when they hit a wall.
Collaboration, without the buzzwords
Youâll work with folks from different backgroundsâdesigners who think like players, artists who care about silhouettes and readability, producers who unblock instead of overâmeeting. We keep documents short and decisions visible. If something
doesnât make sense, ask. If a process slows you down, say so. Weâll fix it together.
What will set you apart
- You prototype fast and throw things away without ego.
- Youâre calm in the profiler and curious in the playtest.
- You think about comfort and presence as much as polygons.
- You explain tradeâoffs so nonâengineers can decide confidently.
Wondering how your day will look here?
Short answer: build, test, learn, repeat. Long answer: youâll chat with a designer about a puzzle flow, tweak a shader to make a surface pop, refactor an input handler because leftâhanders deserve love too, then hop into a playtest where someone does the one thing you
couldnât predict. You smile, take notes, and make the game better. That cycle is the job.
Ready to step up?
If youâre nodding along,
youâre our kind of developer. Bring your curiosity. Bring your taste. Bring that itch to make virtual worlds feel effortless and fun. Apply through the platform where you found this postingâno long cover letter needed. A portfolio or a short video of something interactive youâve built speaks louder than buzzwords.
Weâre excited to see what
youâve made. Letâs hit the ground running and ship something players canât wait to share with friends. Because when a firstâtime player laughs, ducks, reaches out, and forgets the room for a momentâthatâs the win we chase together.
Quick reality check: Building for VR can be messy. Frames drop. Controllers drift. Inputs surprise you. Honestly, thatâs half the fun. We tweak, test, and try again until it clicks. If that sounds like your happy place,
weâll get along just fine.