A studio on Sahastradhara Road, Dehradun, is hiring a Junior AR/VR Developer, full-time and on-site, with a salary up to ₹41,000 per month. This one's built for freshers, meaning entry-level by design rather than a title that quietly expects two years of experience anyway. No prior professional experience is required, and the team is set up to bring someone in straight out of college and get them contributing to real projects within their first few weeks. The studio splits its time between client work and a couple of internal experiments, so a new hire won't be stuck on a single project for their entire first year. Most current work happens in Unity, with occasional Unreal projects coming through as well, so exposure to either engine is genuinely relevant.
The core toolkit for this role:
- Unity or Unreal Engine, whichever one you're already comfortable in
- C#, for scripting interactions and gameplay logic
- 3D modeling basics, enough to understand how assets get built even if a dedicated artist handles the polished work
- Spatial design, thinking through how a user moves through and interacts with a space that isn't flat on a screen
Nobody expects mastery of all four on day one. What matters more is having genuinely built something with at least two or three of these rather than only having read about them.
Day-to-day, this looks like building out interactive AR and VR features and getting them working in the engine, sitting with designers and artists to turn a concept sketch into something functional, and running through builds repeatedly to catch bugs before they reach a headset in someone's hands. Performance work eats up more time here than it might in flat-screen development. A frame drop that's barely noticeable on a monitor can genuinely make someone nauseous in VR, so profiling and optimizing before release isn't optional polish; it's core to shipping something usable. Testing often means putting the headset on yourself, over and over, until an interaction that felt fine on paper either holds up or clearly doesn't. It's a genuinely physical way to test software compared to most development work, and it takes some getting used to.
A bachelor's degree is expected for this role, most commonly in computer science, game design, or a closely related field. There's no minimum years of experience required, which makes this a genuinely realistic first job for someone coming straight from a degree program, provided they've actually built something with an engine rather than only studying the theory behind one. A final-year project counts here just as much as anything done outside a classroom, as long as it's real and finished. The team cares more about seeing a working build than hearing about an ambitious idea that never made it past the concept stage.
None of what follows is required, but each one helps. Any hands-on time with ARKit, ARCore, or Vuforia will translate directly if the studio's current project leans toward mobile AR rather than headset VR. On the VR side, exposure to the Meta XR SDK, OpenXR, or SteamVR is useful for the same reason. Comfort with Git for version control matters too, since builds are constantly shared and merged across a small team. Some familiarity with a 3D content tool like Blender, even at a basic level, helps when a placeholder asset needs a quick fix rather than waiting on the art team. A portfolio piece, even a rough student project built in Unity or Unreal, tends to say more about a candidate's actual ability than a transcript ever could on its own. If the portfolio includes something built for an actual headset rather than only tested on a desktop monitor, that alone puts a candidate ahead of most others applying.
Benefits for the role:
- Health insurance
- Paid time off
- Provident fund contributions
- Relocation assistance for candidates moving to Dehradun
- Accommodation support during the initial transition
Relocation and accommodation support matters more than usual for an entry-level listing, since many fresher candidates are moving cities for their first job and don't yet have a network in place to lean on for housing.
Sahastradhara Road sits on the edge of Dehradun, quieter than the city center, and Naukri Mitra has seen a small but steady run of AR/VR developer jobs open up along this stretch as a handful of studios have set up shop there over the past couple of years. Pay here aligns closely with what's typical for an AR/VR developer salary in Dehradun at the entry level, and this listing is specifically pitched at AR/VR developer jobs for freshers in Dehradun rather than candidates with a couple of years already logged. Anyone weighing this against a bigger-city offer should factor in that the cost of living in Dehradun runs noticeably lower, which changes how far a fresher-level salary actually stretches.
The team is small and genuinely collaborative, closer to a handful of people than a large studio floor. New developers usually pair with a mid-level engineer on their first project, working through the engine's quirks together before taking anything on solo. Crunch happens occasionally around a milestone build or a client demo, and the team is upfront about it rather than pretending it never comes up, but it isn't the norm either. Most weeks look more like a steady build-test-fix rhythm than anything dramatic, and the studio tries to give enough notice before a crunch period so people can plan around it.
To apply, send a resume along with a link to any project you've built, whether that's a class assignment, a personal experiment, or a game jam entry. The process includes a short technical exercise in Unity or Unreal, followed by a conversation with the lead developer about the studio's current projects and what the first few months on the team would entail. Most candidates hear back within a week or two after that conversation, and the lead developer tends to give honest feedback on the technical exercise either way, since a first-job rejection without explanation doesn't help anyone improve.