REDS™ · Job description
Real-Time 3D & XR Developer (Unity / Unreal)
Location: Bengaluru, India (on-site, with travel to client sites)
Type: Full-time
Experience: 3–6 years
About REDS™
REDS™ (Rubenius Experiential Design System) is the experiential design and technology practice of Rubenius Interior Wellbeing LLP, Bengaluru. We design and build experience centres, innovation labs, corporate headquarters, museums and brand pavilions, backed by 20+ years of practice, 330+ delivered projects and 70% repeat clients. REDS works to a codified method: six pillars (Strategy, Storytelling, Psychology, Technology, Craft, Performance) and a four-phase delivery loop (Decode, Design, Develop, Deploy), with every space measured after launch. Our rule for technology is simple: it earns its place in the visitor's story or it has none. To deliver that, we are building our own product line of immersive and interactive products on AWS, led by REDS XOS, the platform that runs and measures every screen in a space.
Why this role exists
Many of the products clients remember most are real-time 3D: a digital twin of their campus they can fly through, a product they can place in their own room in AR, an avatar that speaks to them. REDS has delivered its first digital twin and is building its AR/VR product viewer. We now need to turn these one-off builds into reusable products with a shared pipeline, and add VR, gesture and large-canvas work. Two developers will share this: one leaning to Unreal and digital twins, one to Unity and AR/VR.
REDS products and applications you will work on
Product
What it does
Your work on it
Interactive Digital Twin
Real-time 3D twin of a building or master plan. Visitors orbit, fly through, switch day and night, open floor plans and check unit availability. Runs on touch tables, LED walls and tablets.
Build a reusable twin framework in Unreal Engine 5 or Unity: BIM/CAD import (Revit, Datasmith), navigation, layers, unit-inventory API from the client's CRM, Pixel Streaming from AWS GPU instances, and the tablet controller link.
Product View AR/VR
3D product viewer. On a phone the product appears at true scale in AR from a QR code; in a headset the visitor walks around or inside it.
WebXR and model-viewer builds with Three.js, the glTF/USDZ pipeline, configurator logic (colours, options, exploded views, hotspots), and the Unity build for Meta Quest.
AI avatar host / hologram person
A lifelike AI host that speaks with visitors on a screen, kiosk or life-size holographic display.
The real-time character: rendering, lip-sync from the speech stream, expressions,
idle behaviour and the link to the AI engineer's conversation service.
Tangible object-recognition table
A touch table that recognises physical objects placed on it and opens their content.
Marker and object tracking (TUIO, capacitive markers or NFC), the 3D and 2D content that forms around each object, multi-user handling.
History & interactive timeline walls
A company's story as an interactive 2D/3D timeline on a long touch wall.
3D scenes and transitions for milestones, performance on very wide canvases.
Immersive theatres, interactive LED walls, anamorphic 3D walls
Rooms and walls that run real-time content across large or unusual canvases.
Real-time scenes in Unreal or Unity, multi-display output (nDisplay), LiDAR or camera input, forced-perspective camera set-ups.
Augmented reality apps
Phone and tablet AR for product demos, museum overlays, property walk-throughs and training aids.
AR Foundation builds for iOS and Android, image and plane tracking, WebAR where no app install is acceptable.
VR haptic training
VR training with haptic gloves for assembly, maintenance and safety procedures, with every step scored.
Training scenarios in Unity or Unreal with a haptics SDK, scoring, and results sent to an analytics back end on AWS.
Digital slider and gesture & touchless control
A screen that slides along a mural and shows matching content; screens controlled by hand gestures.
Position-to-content engine reading an encoder; gesture input from depth cameras with the computer vision engineer.
Key responsibilities
Build real-time applications
● Develop applications in Unity (C#) or Unreal Engine (Blueprints and C++) from prototype to production
● Build reusable frameworks for digital twins, product viewers and configurators, so each current client project starts from a template
● Build AR apps with ARKit, ARCore and AR Foundation, VR builds for Meta Quest and PC VR, and WebXR experiences that start from a QR code
Make it run on real hardware
● Optimise for target devices: frame rate, memory, 4K and 8K canvases, multi-display output and mobile thermals
● Integrate input hardware: multi-touch, object markers, depth cameras, LiDAR, VR controllers,
haptic gloves and encoders
● Package kiosk-safe builds that start on boot, recover from crashes and update remotely
Connect to the REDS platform
● Load content and configuration from REDS XOS so client teams can update a twin or product catalogue without a new build
● Send usage events to XOS: sessions, units and views explored, configurations saved, AR placements
● Connect to live data over REST, WebSockets and MQTT, including sensor feeds for digital twins
Work across the team and on site
● Define asset budgets and pipelines with the 3D artist (FBX, glTF/GLB, USD, LODs, lightmaps)
● Work with UI/UX and motion designers on interface and transitions
● Install, calibrate and tune applications at client sites, and support go-live
Tools and stack at REDS
● Engines: Unreal Engine 5, Unity, Three.js / WebXR
● XR: AR Foundation, ARKit, ARCore, OpenXR, Meta Quest 3
● Pipeline: Datasmith, Revit and CAD import, glTF/USDZ, Pixel Streaming on AWS G5 instances
● Input: TUIO markers, depth cameras, LiDAR touch, haptic gloves
● Platform: REDS XOS APIs, REST, WebSockets, MQTT, Git with LFS
What you need
● 3–6 years of professional development in Unity or Unreal Engine, with shipped projects
● Strong C# or C++ and solid 3D maths (transforms, cameras, basic shaders)
● Experience with at least one of AR (ARKit, ARCore, AR Foundation) or VR (OpenXR, Meta Quest)
● Performance profiling and optimisation on real devices
● Git and day-to-day teamwork with designers and artists
● B.E./B.Tech, a degree in game development, or equivalent practical experience
Nice to have
● Digital twins, BIM/IFC import or architectural visualisation
● nDisplay, multi-screen or LED-volume work
● Pixel Streaming, WebGL or Three.js
● Shader Graph, HLSL, VFX Graph or Niagara
● MetaHuman or other real-time character work
Salary and how to apply
Salary is ₹8–16 lakh per year (CTC), set by experience and portfolio. Apply through this posting with your CV and a portfolio or showreel of real-time projects (video captures, store links or builds). Tell us which parts you built yourself, and whether your strength is Unreal or Unity. REDS is an equal opportunity employer.
Skills: Unity · Unreal Engine · C# · C++ · AR Foundation · ARKit · ARCore · OpenXR · WebXR · Digital Twin
How to Apply
Send your updated resume to:
[email protected] | (phone hidden)
Pay: ₹800,000.00 - ₹1,600,000.00 per year
Benefits:
- Paid sick time
- Paid time off
Work Location: In person
📌 Real-Time 3D & XR Developer (Unity / Unreal) (Banaswadi)
🏢 RUBENIUS INTERIOR WELLBEING
📍 Banaswadi