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Vr Producer Jobs (NOW HIRING)

The Principal VR Developer will own how scenes are composed, how interactions are designed, how shaders and audio combine to produce a felt experience, and how biosignal-driven adaptation is woven ...

They are seeking a Producer to execute their Third Party Games consulting strategy, focusing on ... or AR/VR experience Company : INSPYR Solutions is a information technology staffing service ...

Producer (Multiple Levels)

Los Angeles, CA · On-site

$90K - $200K/yr

We're on a quest for Producers, who might have all the fancy training and certifications, who will ... ISS Disney Pixar Coco VR Blade Runner 2049: Memory Lab The Lion King - Virtual Production Elixir We ...

Producer (Multiple Levels)

Los Angeles, CA · On-site

$90K - $200K/yr

We're on a quest for Producers, who might have all the fancy training and certifications, who will ... ISS Disney Pixar Coco VR Blade Runner 2049: Memory Lab The Lion King - Virtual Production Elixir We ...

Earlier, he started and led Google's AR/VR effort, Project Starline, and Google Lens. Before that ... About the role We're looking for a Producer on the Events & Experiences team to help bring Sierra ...

Producer

Menlo Park, CA · On-site

$40 - $70/hr

Producer Location: Remote Duration: 12 months Compensation: $40 - $70 Work Requirements: US Citizen ... Gaming or AR/VR experience Our benefits package includes: * Comprehensive medical benefits

The Design Producer is the operational force that keeps the Reality Labs Human Interface Design ... Familiarity with AR/VR product development and the constraints of wearable or embedded software

Interactive Producer

Winter Park, FL · On-site

$140K/yr

Our services include Augmented Reality, VR, immersive activations, mobile Apps, web platforms, and ... We are looking for an Interactive Producer to manage projects from concept to completion. You will ...

SHIFT SUPERVISOR

Atlanta, GA · On-site

$18/hr

With over 70 exhibitions produced globally, we have welcomed more than 6 million visitors. We are ... Lead daily operations across key areas including box office, VR experiences, and retail * Deliver ...

SHIFT SUPERVISOR

Seattle, WA · On-site

$24/hr

With over 70 exhibitions produced globally, we have welcomed more than 6 million visitors. We are ... Lead daily operations across key areas including box office, VR experiences, and retail * Deliver ...

SHIFT SUPERVISOR

Seattle, WA · On-site

$24/hr

With over 70 exhibitions produced globally, we have welcomed more than 6 million visitors. We are ... Lead daily operations across key areas including box office, VR experiences, and retail * Deliver ...

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Vr Producer information

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$61.5K

$127K

How much do vr producer jobs pay per year?

As of Jul 14, 2026, the average yearly pay for vr producer in the United States is $123,552.00, according to ZipRecruiter salary data. Most workers in this role earn between $124,000.00 and $126,000.00 per year, depending on experience, location, and employer.

What are the key skills and qualifications needed to thrive in the Vr Producer position, and why are they important?

To thrive as a VR Producer, you need strong project management skills, an understanding of VR technology and platforms, and experience in interactive content creation, often supported by a degree in media production or a related field. Familiarity with tools like Unity or Unreal Engine, agile project management software, and VR hardware is typically required, and certifications in project management or VR development can be advantageous. Excellent communication, leadership, and problem-solving abilities are crucial for coordinating multidisciplinary teams and navigating production challenges. These competencies ensure the successful delivery of immersive VR experiences within budget and timeline constraints while maintaining high production quality.

What are some of the common challenges VR Producers face during production, and how are they addressed?

VR Producers often encounter challenges such as managing rapidly-evolving technology, ensuring cross-platform compatibility, and aligning creative vision among technical and artistic team members. To address these, producers stay up-to-date with industry advancements, conduct regular team syncs, and foster clear communication channels between developers, artists, and stakeholders. They also oversee rigorous testing processes to resolve hardware or software issues early. By anticipating potential obstacles and adapting project plans accordingly, VR Producers help ensure smooth production workflows and deliver engaging, high-quality experiences.

What does a VR Producer do?

A VR Producer oversees the development and production of virtual reality experiences, ensuring projects are completed on time, within budget, and at a high quality. They coordinate between creative, technical, and business teams to manage timelines, resources, and deliverables. Their role includes working with developers, artists, and designers to bring immersive content to life while addressing technical constraints and user experience.

More about Vr Producer jobs
What cities are hiring for Vr Producer jobs? Cities with the most Vr Producer job openings:
What states have the most Vr Producer jobs? States with the most job openings for Vr Producer jobs include:
Infographic showing various Vr Producer job openings in the United States as of July 2026, with employment types broken down into 92% Full Time, 6% Part Time, 1% Contract, and 1% Nights. Highlights an 90% Physical, 2% Hybrid, and 8% Remote job distribution, with an average salary of $123,552 per year, or $59.4 per hour.
Principal VR Developer

Principal VR Developer

HireNetworks

Austin, TX

$160K - $190K/yr

Full-time

Re-posted yesterday


Job description

Principal VR Developer

Our Austin-based VR client in the personalized biofeedback and wellness space seeks a highly experienced VR Developer to join their growing team! In this role (the most senior role on the VR engineering team), you will engineer VR experiences for users to cultivate self-awareness, regulate emotions, and unlock cognitive performance. The qualified Principal VR Developer will combine deep technical mastery in Unity and C# with the pragmatism and ambition to drive impact across the full product stack, architecting VR scenes and user experiences that users feel in their body, not just see through a screen. The Principal VR Developer will own how scenes are composed, how interactions are designed, how shaders and audio combine to produce a felt experience, and how biosignal-driven adaptation is woven into every moment a user spends with the device.

This is a direct-hire opportunity with benefits. Target salary range is $160,000 - $190,000 with some flexibility potential for the ideal candidate. The Principal VR Developer will sit primarily onsite in the Austin, TX company HQ, so candidates must be local to or willing to move to Austin. Relocation assistance may be available on a case-by-case basis. No visa sponsorship or subcontracting arrangements available.

Responsibilities of the Principal VR Developer:
  • Architect end-to-end development and optimization of VR experiences in Unity, including scene composition, interaction systems, state management, and runtime performance targeting standalone Android-based VR hardware.
  • Define the patterns other VR engineers build on: how scenes are loaded, how state flows between training modules, how adaptive logic plugs into experience code. Set the bar for scene structure, performance, and interaction quality across the team and hold it.
  • Architect and maintain clean, scalable C# codebases, applying software design patterns that support rapid iteration and long-term maintainability.
  • Translate physiological constructs (HRV coherence, EEG band ratios, eye-tracking patterns) into responsive, embodied scene behavior thresholds, feedback loops, intensity scaling, and progression and drive the closed-loop logic in real time within defined latency budgets.
  • Build and integrate real-time data pipelines that ingest, process, and visualize live biosignal streams (EEG, PPG, EDA, IMU, eye tracking) within the VR environment to drive adaptive, personalized experiences.
  • Develop and maintain integrations between the VR layer and broader backend systems REST/WebSocket APIs, cloud data infrastructure, and analytics pipelines contributing meaningfully beyond the Unity layer.
  • Own the full graphics pipeline: writing and optimizing custom shaders (HLSL/ShaderGraph), render features, post-processing, and platform-specific GPU profiling to hit demanding frame rate and latency targets on-device.
  • Engineer the spatial audio pipeline using frameworks such as Steam Audio or Resonance Audio, from sound design integration through real-time DSP implementation. Treat audio as a primary modality for regulation and presence, not a polish layer.
  • Build against the device SDK owned by the Principal Systems Engineer surface clean integration boundaries, push back on leaky abstractions, and contribute the application-layer requirements that shape the SDK.
  • Apply software expertise fluidly across the business: whether that’s prototyping a signal processing module, contributing to a web dashboard, improving dev tooling, or stress-testing a data pipeline, you bring rigor and speed wherever it’s needed.
  • Partner with designers, product managers, neuroscientists, hardware engineers, and the Principal Systems Engineer to translate ambitious concepts into shippable products, balancing technical excellence with real-world constraints and timelines.
  • Diagnose and resolve complex technical challenges across VR interaction, rendering performance, input systems, biosignal latency, and cross-platform compatibility.
  • Set the technical direction for VR engineers on the team through architecture reviews, code review, and direct mentorship without taking on management — and champion a culture of pragmatic innovation, evaluating emerging tools, frameworks, and workflows with a bias toward shipping and learning fast.
Qualifications of the Principal VR Developer:
  • Bachelor’s degree in Computer Science or a related field is preferred.
  • 10+ years' industry experience in VR meditation, training, gaming, biofeedback, or similar fields, with a track record of shipping immersive, interactive experiences to real users (not prototypes) across multiple platforms.
  • Deep mastery of Unity and C# at the level expected of the most senior VR engineer in the room, backed by a strong portfolio of shipped VR projects.
  • Demonstrated ownership of the full graphics pipeline shaders (HLSL/ShaderGraph), render features, post-processing, and GPU profiling on Android-based standalone VR hardware.
  • Hands-on experience with spatial audio pipelines (Steam Audio, Resonance Audio, or equivalent), including real-time DSP work.
  • Experience architecting Unity codebases that scale across multiple engineers and multiple scenes without collapsing into ad-hoc state.
  • Experience integrating real-time data streams into VR experiences within strict latency budgets, ideally including biosignal-driven adaptive systems (EEG, HRV, eye tracking, voice).
  • Strong understanding of game development principles, object-oriented design, and VR-specific interaction models.
  • Experience with third-party plugin integration and multi-platform development on Android-based XR platforms (Quest, Pico, Spaces), ideally including migrations between runtimes.
  • Solid knowledge of Git and version control practices within an Agile environment.
  • Excellent problem-solving skills with the ability to work autonomously and manage multiple projects simultaneously.
  • Strong communication skills and a proven ability to set technical direction across crossfunctional, remote teams without formal authority.
  • Experience building biofeedback, meditation, training, therapeutic, or otherwise non-game VR experiences where the felt outcome matters more than entertainment is strongly preferred.
  • Experience working closely with research, neuroscience, or human-factors teams is strongly preferred.
  • Familiarity with the platform / SDK layer underneath Unity enough to be a real partner to the Principal Systems Engineer is strongly preferred.
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