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Senior Unity Developer Jobs in Spring, TX (NOW HIRING)

Coordinator, Legal Talent Management

Houston, TX · On-site

$44K - $59K/yr

  • Medical

  • Dental

  • Vision

  • Life

  • Retirement

  • PTO

At Norton Rose Fulbright, people thrive because of a shared commitment to quality, unity and ... The position reports to the Senior Manager, Legal Talent Management. Overtime and some travel may ...

When you join AssetLiving, you become part of a dynamic team that thrives on unity, unique talents ... Bachelor's Degree in Finance, Engineering, Mathematics or Accounting; MBA a plus, or equivalent ...

When you join Asset Living, you become part of a dynamic team that thrives on unity, unique ... Bachelor's Degree in Finance, Engineering, Mathematics or Accounting; MBA a plus, or equivalent ...

When you join Asset Living, you become part of a dynamic team that thrives on unity, unique talents ... Bachelor's Degree in Finance, Engineering, Mathematics or Accounting; MBA a plus, or equivalent ...

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Senior Unity Developer information

See Spring, TX salary details

$13

$54

$78

How much do senior unity developer jobs pay per hour?

As of Aug 19, 2026, the average hourly pay for senior unity developer in Spring, TX is $54.93, according to ZipRecruiter salary data. Most workers in this role earn between $46.63 and $61.59 per hour, depending on experience, location, and employer.

What does a Senior Unity Developer do?

A Senior Unity Developer is responsible for designing, developing, and optimizing high-quality games and applications using the Unity engine. They lead technical decisions, mentor junior developers, and collaborate with artists and designers to bring interactive experiences to life. Their role often includes performance optimization, debugging, and implementing cutting-edge features. Additionally, they ensure best coding practices and contribute to architectural planning for scalable and maintainable projects.

What are the key skills and qualifications needed to thrive as a Senior Unity Developer?

To thrive as a Senior Unity Developer, you need advanced proficiency in Unity3D, C# programming, and experience with game or interactive application development, typically supported by a relevant degree or significant industry experience. Expertise with tools such as Unity Editor, version control systems like Git, and knowledge of animation, physics, and UI/UX design is highly valuable. Strong problem-solving skills, effective collaboration, and leadership abilities help you communicate complex ideas and mentor junior developers. These skills and qualities are crucial for delivering high-quality projects, driving innovation, and ensuring smooth teamwork within fast-paced development environments.

What are some typical challenges a Senior Unity Developer faces on the job?

Senior Unity Developers often encounter challenges such as optimizing game performance across multiple platforms, integrating new features without compromising stability, and debugging complex issues related to rendering or scripting. Balancing project deadlines while mentoring junior team members and collaborating closely with artists, designers, and QA professionals also requires strong organizational and communication skills. These challenges provide opportunities for growth and innovation, allowing you to build your expertise and contribute meaningfully to high-profile game or application launches.

What are the most commonly searched types of Unity Developer jobs in Spring, TX?

The most popular types of Unity Developer jobs in Spring, TX are:

What are popular job titles related to Senior Unity Developer jobs in Spring, TX?

For Senior Unity Developer jobs in Spring, TX, the most frequently searched job titles are:

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The top searched job categories for Senior Unity Developer jobs in Spring, TX are:

What cities near Spring, TX are hiring for Senior Unity Developer jobs?

Cities near Spring, TX with the most Senior Unity Developer job openings:

Infographic showing various Senior Unity Developer job openings in Spring, TX as of August 2026, with employment types broken down into 85% Full Time, 2% Part Time, and 13% Contract. Highlights an 80% Physical, 6% Hybrid, and 14% Remote job distribution, with an average salary of $114,262 per year, or $54.9 per hour.

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

Engaged Media

Houston, TX • On-site

Contractor

Posted 21 days ago


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.