Placement and anchoring
Implements raycast-based placement, plane detection and anchors so objects stay put as the user walks around.
Hire · Augmented reality
Senior augmented reality engineers who join your product team to own spatial features: anchoring content convincingly, keeping tracking stable and fitting rich 3D into a phone’s power envelope. Shortlisted candidates have been paid to build a placement flow, optimise a heavy model and diagnose tracking loss.
Paid placement-and-tracking exercise
Senior engineers and above
Hands-on with ARKit and ARCore
On your team
Implements raycast-based placement, plane detection and anchors so objects stay put as the user walks around.
Uses depth, scene meshes, occlusion and light estimation where devices support them, with graceful fallbacks where they do not.
Detects limited tracking states, coaches users towards better lighting and texture, and relocalises after interruptions.
Sets polygon and texture budgets, converts to USDZ and glTF, and automates compression and level of detail.
Profiles GPU and CPU time, watches thermal state and scales effects down before the device throttles.
Getting a model onto a table in a demo is easy. Keeping it stable in a dim living room, on a glossy floor, after a phone call interrupts the session, is the actual job. Ask candidates how they handled limited tracking and relocalisation in a shipped app; specifics about coaching overlays and session restore matter more than a reel of renders.
Vetting
World tracking configuration, scene reconstruction on LiDAR devices, entity-component systems and Reality Composer Pro assets.
Session configuration, the Depth API, Geospatial API with VPS and Cloud Anchors for shared experiences.
Unity AR Foundation or similar for one codebase across ARKit and ARCore, including when its abstractions leak.
Coordinate spaces, transforms, quaternions and raycasting without guessing at matrix order.
Draw calls, physically based materials on mobile GPUs, baked lighting and shader cost.
Knows what browser-based AR can and cannot do today, and when a no-install web experience beats a native app.
Work sample
The candidate builds tap-to-place with plane detection, scale and rotation gestures and an onboarding coach, on a paid day rate.
They receive an oversized 3D asset and reduce polygons, textures and draw calls while keeping it visually acceptable.
Given recordings of drifting content, they explain the causes and the changes to configuration or UX that would help.
A discussion of a brief where they recommend ARKit, ARCore, an engine or WebXR and defend the choice.
Levels
Delivers AR features on one or both platforms within an agreed architecture and asset budget.
Owns the AR stack choice, asset pipeline standards, device support matrix and performance targets.
Plans shared and persistent experiences, geospatial anchoring and how AR work could extend to headsets.
Choose a senior when the AR feature is defined and the stack is settled. A lead is worth it when you are still choosing between native, engine and web, or when asset handling has become ad hoc. An architect suits products that need shared sessions, location-based anchors or a path to headsets.
Other options
If AR is a mode within a larger game with progression and economies, start with a game developer.
Open registerBarcode scanning or simple image capture needs a native iOS or Android developer, not an AR specialist.
Open registerIf the hard part is recognising objects or people in images, a data scientist with computer vision experience fits better.
Open registerMost AR performance problems start in the asset pipeline: models exported straight from design tools with millions of polygons and uncompressed 4K textures. A senior AR developer sets budgets, automates conversion to USDZ or glTF and pushes back on art that will overheat the phone.
That is why our exercise hands candidates a deliberately oversized model.
In the first week, write down the oldest iPhone and Android device you will support and what degrades on each, such as occlusion or LiDAR-based meshing. Then have the new engineer measure one current scene on that oldest device. Decisions about effects and asset quality follow from that number rather than from a flagship test phone.
FAQ
Native ARKit and ARCore give the newest platform features first and integrate cleanly with an existing app. An engine helps when the content is game-like or you need one codebase for both platforms. A lead can map your brief to one or the other.
Partly. WebXR works in some Android browsers, and Apple supports Quick Look for USDZ models, but capabilities differ by platform. For marketing experiences a web approach can be enough; for persistent or complex features native usually wins.
Camera capture, tracking and rendering run together and stress both CPU and GPU. Heavy models, real-time shadows and high frame rates add heat. Our engineers measure thermal state and reduce load before the operating system throttles the app.
Works alongside
Integrate AR views into the wider Swift app, from navigation to purchase flows.
Open registerBring engine expertise, shaders and interaction design when the experience is playful or highly animated.
Open registerDesign coaching overlays, spatial affordances and accessible alternatives for users who cannot use the camera.
Open registerProduct delivery
Primary sources
Dated official documentation, standards, and research that support the factual claims on this page.
Reference for world tracking, scene reconstruction and anchors on iOS.
Guides for ARCore sessions, Depth and Geospatial APIs.
How to read this page
Scope, cost and timeline figures are planning guidance until confirmed in a written proposal. Diagrams and screens are illustrations, not client deliverables, and source-code rights and handover follow the signed agreement. See the delivery process and the full disclaimer.
Next decision
Define outcomes, constraints, evidence, rights and handover before delivery begins.
Commercial rights, repositories, environments, documentation, acceptance and handover remain contract-defined.