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Junior Unity 3D Developer Jobs in Texas (NOW HIRING)

The engineer uses advanced 3D CAD tools to develop and review designs, ensure compliance with ... Mentor and guide junior mechanical engineers and mechanical designers, providing technical ...

... developer, working across frontend, backend, and infrastructure * Proficiency in building ... with 3D, geospatial, or LiDAR data * Experience developing for game engines (e.g., Unity, Unreal ...

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Junior Unity 3D Developer information

What is a junior Unity 3D developer?

Junior Unity 3D Developers are entry-level professionals who use the Unity 3D engine to create, design, and implement interactive games or applications. They typically work under the guidance of senior developers and are responsible for coding gameplay features, fixing bugs, and assisting in the overall development process. These developers often have a basic understanding of C# programming and the Unity environment, and they are eager to learn and grow their skills in game development or interactive media.

What types of projects and tasks can a junior Unity 3D developer expect to work on in their first year?

As a Junior Unity 3D Developer, you’ll typically start by assisting with the development of gameplay features, bug fixing, and implementing simple UI elements. You may also be tasked with creating or modifying prefabs, working on basic scripting tasks, and supporting senior developers during the testing and optimization phases. Collaboration is key, as you’ll work closely with artists, designers, and QA testers to bring game elements to life and ensure everything functions smoothly. Over time, you’ll gain exposure to more complex systems and have opportunities to take on increased responsibility as you build your skills.

What are the key skills and qualifications needed to thrive as a junior Unity 3D developer, and why are they important?

To thrive as a Junior Unity 3D Developer, you need a solid understanding of C# programming, 3D game development principles, and familiarity with the Unity engine, often supported by a relevant degree or portfolio of projects. Experience with version control systems like Git and basic knowledge of graphics tools such as Blender or Photoshop are commonly required. Creative problem-solving, attention to detail, and strong communication skills help you collaborate effectively in multidisciplinary teams. These skills ensure efficient game development, high-quality user experiences, and smooth teamwork in a fast-paced environment.

What is the difference between Junior Unity 3D Developer vs Junior Game Programmer?

AspectJunior Unity 3D DeveloperJunior Game Programmer
Primary FocusDeveloping 3D interactive content and game features using UnityWriting game logic and systems, often using C++ or C#
Skills & CertificationsUnity engine proficiency, 3D modeling basics, scripting in C#Programming languages (C++, C#), game development fundamentals
Work EnvironmentGame studios, AR/VR companies, interactive media firmsGame development teams, software companies

While both roles involve game development, a Junior Unity 3D Developer specializes in creating 3D content within Unity, focusing on visual and interactive elements. A Junior Game Programmer concentrates on coding game mechanics and systems, often across various engines. Both roles require programming skills and are common entry points in the game industry, but their core responsibilities differ in focus and tools used.

What are the most commonly searched types of Unity 3D Developer jobs in Texas?

The most popular types of Unity 3D Developer jobs in Texas are:

What are popular job titles related to Junior Unity 3D Developer jobs in Texas?

For Junior Unity 3D Developer jobs in Texas, the most frequently searched job titles are:

What cities in Texas are hiring for Junior Unity 3D Developer jobs?

Cities in Texas with the most Junior Unity 3D Developer job openings:

Infographic showing various Junior Unity 3D Developer job openings in Texas as of August 2026, with employment types broken down into 84% Full Time, 6% Part Time, and 10% Contract. Highlights an 83% Physical, 4% Hybrid, and 13% Remote job distribution.

Principal AR/3D Mobile Architect -Native ARKit + ARCore

Engaged Media

Houston, TX • On-site

Other

This job post has expired today. Applications are no longer accepted.


Job description

Job Description
Job Description

Principal AR/3D Mobile Architect - Native ARKit + ARCore
(Fractional / Interim, Potential Full-time)


Role summary

We’re hiring a senior technical authority to own the architecture of a native iOS and Android mobile platform whose core is a real-time AR and 3D-motion-rendering experience. This is a decisions-and-ownership role, front-loaded and fractional/interim - you make and document the structural calls the engineering team builds against, then taper to oversight. It is not a feature-development or ticket-closing seat. The engagement starts fractional/interim, with strong potential to extend into a larger ongoing or full-time role by mutual fit.


What you’ll own

  • The mobile architecture decision record - native iOS and Android app structure, module boundaries, and the finalized native AR/3D approach, documented as a single source of truth the team builds against.
  • Native AR architecture on both platforms - ARKit/RealityKit (iOS) and ARCore (Android): environment scan, plane detection, spatial anchoring, cross-device spatial consistency, and the flow of AR/sensor/telemetry data into the app and backend.
  • Real-time on-device 3D motion rendering - skeletal and mesh motion data rendered as an interactive scene the user can pause, scrub, zoom, and rotate (RealityKit on iOS, Jetpack SceneCore/SceneView on Android).
  • Real-time and backend integration - live session sync, authentication/identity binding, and API patterns against a cloud backend.
  • Cross-platform strategy - establish the iOS architecture first, then define how Android mirrors it.
  • Performance, battery, and device-compatibility strategy across a broad device matrix; technical direction and mentorship for native and AR engineers.


What you must have

  • Has architected production native AR on both ARKit/RealityKit and ARCore, and been accountable for how it performed and scaled on-device (direction-level is fine — you guide AR engineers rather than write every line).
  • Has rendered and manipulated live 3D content on-device — a scene the user drives in real time — not just placed pre-built 3D assets into a camera view.
  • Has owned the architecture of production native apps on both iOS and Android, with deep command of Swift and Kotlin.
  • Has handled high-bandwidth media / demanding data throughput on mobile — continuous video streaming plus concurrent XR/sensor and AI-pipeline data — without wrecking frame rate or battery.
  • Has architected real-time mobile features (live video/audio, session sync) integrated with cloud backends and identity systems.
  • Can decide quickly, document clearly, and align a small distributed team with little oversight.


Strongly preferred

  • Built production AR natively rather than through a cross-platform game engine — and understands its on-device performance and failure modes first-hand.
  • Background in AR/XR, sports-tech, motion capture, media, or games-plus-application products where polished UX and a real-time AR/3D experience coexist.
  • Real-time comms SDKs (e.g., Agora); Azure backends and Microsoft Entra identity; multi-tenant SaaS architecture.
  • Comfortable operating fractional/interim — fast to ramp, decisive, effective without heavy supervision.


This role is NOT

• A feature-development, bug-fixing, or ticket-closing IC seat.

• A Unity or cross-platform-game-engine role. We build AR natively.

• An asset-placement AR role. Dropping pre-made 3D models into a camera view (furniture preview, try-on) is not the real-time 3D motion rendering this role owns.

• A full-time-from-day-one seat -this starts fractional/interim and remote (US-hours overlap); full-time is a potential extension by mutual fit, not a guaranteed offer.


How to apply

In your application, answer this in a few sentences:
“Describe one production AR feature you architected - what was rendered, how the 3D content got on-screen, and whether the user was manipulating pre-built assets or live/generated geometry (e.g., a moving skeleton or mesh).” Name the app and, if public, link its App Store / Play Store listing.


Note: Applications that skip this question, or answer with a skills list instead of a project, won’t be reviewed.