Flexiple Logo

Cost of Hiring a

ARCore Developer

In 2025, typical ARCore developer rates range from $20–$150+ per hour depending on experience, region, and hiring model; full-time equivalents span roughly $40,000–$180,000 in annual compensation.

Calculate Salary

Need help with cost expectations?

Expected Cost to Hire

$ 0

per year

Based on your requirement Flexiple has ARCore developers Click above to access our talent pool of ARCore developers

Cost to Hire ARCore Developers by Experience Level

Expect to pay about $20–$40/hr for entry-level, $40–$80/hr for mid-level, and $80–$120+ for senior specialists, with full-time equivalents scaling from ~$40k to $180k+ annually.

Experience drives velocity, architecture quality, and risk reduction. This section outlines typical ranges by seniority, the kind of work each level handles well, and how to map your scope to the right profile.

Quick Context On Experience Bands

For ARCore, “experience” spans both years in AR and practical exposure to shipping graphics-heavy Android apps. Someone with strong Android/Unity skills but limited ARCore depth may command the lower end of a band; an engineer with shipped AR products and cross-domain fluency (computer vision, 3D pipelines, GPU profiling) may push toward the upper end.

Typical Hourly Rates By Seniority

Level

Years

Common Scope

Typical Hourly Rate

Entry / Junior

0–2

Prototype features, bug fixes, small UI flows, SDK integration under guidance

$20–$40

Mid-Level

2–5

End-to-end features, performance passes, multi-device QA, integration with backend APIs

$40–$80

Senior

5+

Architecture, advanced tracking/occlusion, cross-platform strategy, leading teams

$80–$120+

Salary Equivalents (Global Averages)
These ballparks help translate hourly contractor costs into full-time equivalents, accounting for benefits, geography, and seniority:

Level

Global Annual Salary Range (USD)

Notes

Entry / Junior

$40,000–$65,000

Strong Android + basic AR exposure

Mid-Level

$65,000–$115,000

Solid ARCore, Unity/Android, shipped features

Senior

$115,000–$180,000+

Architecture, optimization, shipped AR at scale

When To Choose Each Level

  • Pick Entry-Level for low-risk, well-scoped tasks such as simple plane detection feature hooks, small UI changes, or polishing demos. Pair them with a lead reviewer.
  • Pick Mid-Level for “build a v1 usable app,” integrating ARCore with product flows, performance optimization on a device matrix, or porting from proof-of-concept to production.
  • Pick Senior when you need architectural decisions (Unity vs. native Android pipelines), advanced occlusion/anchors, custom shaders, or a roadmap for scaling beyond a single device family.

Costed Mini-Scenarios By Seniority

  • Prototype Markerless Placement (Junior-led): 2–3 weeks at $30/hr ≈ $2,400–$3,600.
  • Production-Ready Furniture Try-On (Mid-led): 8–10 weeks at $60/hr with 1 QA + 3D pipeline ≈ $30,000–$45,000.
  • Enterprise AR Workflows (Senior-led): 12–20 weeks at $110/hr with 2–3 devs, 3D artists, MLOps/on-device optimization ≈ $150,000–$400,000 depending on scope.

Cost to Hire ARCore Developers by Region

Plan for ~$90–$150+/hr in the U.S./Western Europe, ~$40–$80/hr in Eastern Europe and parts of LATAM, and ~$20–$60/hr in India/SEA, with notable variance for niche expertise.

Labor markets, time-zone overlap, and device availability influence pricing. Short “burst” work may cost more than steady monthly commitments.

Regional Hourly Benchmarks

Region

Typical Hourly Range

Notes

U.S.

$100–$160+

Specialized seniors can exceed $175/hr for advanced optimization

Canada

$80–$140

Slightly lower than U.S.; strong mid/senior availability

Western Europe (e.g., UK, DE, NL, FR)

$90–$150+

VAT and contracting norms can affect totals

Nordics

$100–$160+

Premium for AR/graphics specialization

Eastern Europe (e.g., PL, RO, UA)

$40–$90

Strong value-to-quality for mid/senior talent

India

$20–$60

Wide spread; top seniors may price higher

Southeast Asia (e.g., VN, PH, ID)

$25–$65

Growing AR talent pool, competitive pricing

Latin America

$35–$85

Good overlap with U.S. time zones

Middle East

$50–$110

Smaller pool; rates vary with sector (gov/enterprise)

Australia/NZ

$80–$140

Strong mobile/Unity skills, smaller ARCore niche

Translating Region To Monthly Budgets

Assuming ~160 billable hours/month, here are rough monthly contractor equivalents:

Region

Lower Monthly

Upper Monthly

U.S.

$16,000

$25,600+

Western Europe

$14,400

$24,000+

Eastern Europe

$6,400

$14,400

India

$3,200

$9,600

LATAM

$5,600

$13,600

SEA

$4,000

$10,400

How Region Interacts With Scope

  • Device Matrix: Testing across popular Android OEMs (Samsung, Xiaomi, OnePlus, Pixel, etc.) is essential. Teams with rich device labs command premium rates—especially in U.S./EU.
  • 3D Asset Pipelines: Bands are lower where studios bundle modeling, retopology, and PBR texturing cost-effectively.
  • Time-Zone Overlap: For agile, cross-functional work, expect a 10–20% premium for prime overlap with your product/design team.

Cost to Hire ARCore Developers Based on Hiring Model

Freelancers typically run $30–$150+/hr, staff augmentation $7k–$24k/month per engineer, agencies $15k–$60k+/month per squad, and full-time salaries span ~$40k–$180k+.

The hiring model you choose affects risk, ramp speed, and total cost of ownership. Below is a side-by-side view to compare.

Model Overview And Typical Pricing

Hiring Model

Where It Fits

Typical Cost Pattern

Freelance/Contract

Prototyping, burst features, short sprints

$30–$150+/hr

Staff Augmentation

Dedicated velocity with flexibility

$7,000–$24,000 per month per engineer

Agency/Studio

Full cross-functional delivery (PM, design, 3D, QA)

$15,000–$60,000+/month per team

Full-Time Hire

Long-term capability building

$40,000–$180,000+ annual salary + benefits

Trade-Offs To Consider

  • Freelance/Contract: Fast start, precise skills, pay-for-what-you-use. Requires strong internal PM and code stewardship.
  • Staff Augmentation: Embedded devs offering continuity; consistent velocity without long-term HR overhead.
  • Agency/Studio: One partner accountable for delivery; best when you need 3D artists, UX, QA, and engineers under one roof.
  • Full-Time: Strategic for sustained AR investment, knowledge retention, and platform expansion.

Typical Squad Shapes And Costs

  • Prototype Pod (Freelance, 1–2 Devs): ~$12k–$30k/month for 4–8 weeks → no-frills proof and interaction tests.
  • Feature Team (Augmentation, 2 Devs + Shared QA): ~$18k–$40k/month → integrates AR into an existing Android app.
  • Product Team (Agency, 3 Devs + Designer + 3D Artist + QA + PM): ~$45k–$80k+/month → end-to-end ownership and launch readiness.

Cost to Hire ARCore Developers: Hourly Rates

Most engagements cluster at $40–$90/hr, with commodity tasks near $20–$35/hr and advanced, low-level optimization reaching $120–$160+.

Hourly pricing reflects technical complexity, uncertainty, and your required speed. The ranges below help map tasks to rates.

Rate Bands By Task Complexity

Complexity

Typical Work

Hourly Range

Foundational

SDK updates, plane detection hooks, basic placement UI

$20–$45

Standard Feature

Occlusion, anchors, lighting, asset streaming, analytics

$45–$85

Advanced

GPU profiling, custom shaders, scene understanding tweaks

$80–$120

Specialized/Niche

Multi-scene experiences at stable 60fps across device families, CV-assisted tracking, ML on-device

$110–$160+

How Scope Affects Effective Hourly

  • Stable Scope → Lower rate confidence, fixed-fee can be viable.
  • Ambiguous R&D → Higher rate to cover unknowns and spikes in iteration.
  • Tight Deadlines → Rush premiums (10–30%) are common, especially for launch-critical milestones.

Sample Costed Sprints

  • Performance Pass (2–3 weeks, mid-level): $50–$70/hr → $8,000–$16,800.
  • AR Try-On MVP (6–8 weeks, mixed seniority): avg $75/hr → $72,000–$96,000 for a small cross-functional pod.
  • Enterprise Workflow (10–16 weeks, senior-heavy): avg $115/hr → $184,000–$294,000.

What Drives ARCore Developer Costs?

Complexity, performance targets, device coverage, and 3D asset demands are the biggest cost multipliers.

Even with the right talent, two projects of similar “size” can price very differently depending on constraints and non-engineering tasks.

Key Cost Drivers At A Glance

  • Device Matrix & Performance Targets: Supporting budget and mid-tier Android devices while sustaining 30–60fps is non-trivial.
  • 3D Asset Quality: Clean topology, PBR textures, and correct scale dramatically affect realism and performance.
  • On-Device ML/CV: If you blend ARCore with custom CV (segmentation, object detection), expect senior-level rates.
  • UX & Safety: Ergonomic gestures, occlusion accuracy, and user comfort require iterative design and QA.
  • Offline & Edge Cases: Experiences robust to poor lighting, reflective surfaces, or featureless walls take more tuning.

Hidden Budget Lines You Should Expect

  • Asset Pipeline: Modeling, retopology, baking, texture atlases, and GLTF/GLB optimization.
  • Device Lab: Buying/borrowing target devices for QA adds hundreds to a few thousand dollars.
  • Cloud Services: Content delivery, metrics, and crash reporting (e.g., Firebase, CDN).
  • Licenses/Plugins: Certain shaders, editors, or analytics SDK add recurring costs.
  • Accessibility & Safety Review: Motion sickness risks and privacy considerations for camera usage.

Which Role Do You Need For Your ARCore Project?

If your goal is a polished, performant AR feature in a production Android app, you’ll want at least one mid-to-senior ARCore engineer, often complemented by a Unity/Android generalist, a 3D artist, and QA.

Getting the role mix right is half the battle. Many cost overruns stem from hiring a single “full-stack AR” profile for everything when the work actually splits into specialized tracks.

Typical Roles And When To Use Them

  • ARCore Engineer (Android/Unity): Owns tracking, anchors, occlusion, lighting, and ties to app flows.
  • Android Mobile Engineer: Navigation, permissions, lifecycle, analytics, and non-AR screens.
  • 3D Artist/Technical Artist: Optimizes assets for mobile; ensures correctness in scale and materials.
  • Computer Vision/ML Engineer: Needed when you go beyond vanilla ARCore capabilities.
  • QA Engineer (Device Matrix): Regression across OEMs; thermal/power testing.

Cost-Effective Role Combinations

  • Lean MVP: 1 mid-level ARCore engineer + part-time Android generalist + part-time 3D artist.
  • Scale-Up: 1 senior ARCore lead + 1–2 mid-levels + dedicated QA; shared artist and designer.
  • Enterprise: Add CV/ML specialist, DevOps for content pipelines, and PM for stakeholder alignment.

How Much Does Scope Creep Cost In AR Projects?

A modest 15–25% scope increase can add $10k–$50k+ to a medium ARCore engagement, primarily due to extra iteration and device-specific tuning.

Small tweaks in non-AR surfaces, asset fidelity, or “just one more device family” add up fast.

Common Triggers Of Scope Creep

  • Expanding Device Support beyond initial targets.
  • Asset Quality Uplift: Re-authoring models for realism or performance.
  • “One More Interaction”: Gestures and physics often cascade into broader UX changes.
  • Late-Stage Analytics or AB Testing: Retrofits require refactors.

Guardrails To Keep Costs Predictable

  • Freeze a device list early.
  • Define performance thresholds (fps, memory, startup time).
  • Maintain a change budget (e.g., 10–15% contingency).
  • Align on acceptance tests and demo cadence.

What Do Sample ARCore Budgets Look Like For Different Industries?

Retail try-on pilots can land at $40k–$120k, field-service workflows at $120k–$300k, and education/experiential builds anywhere from $25k for a demo to $200k+ for a polished release.

Each industry comes with typical patterns, asset needs, and performance bar.

Industry Patterns And Cost Ranges

Industry

Common Use Case

Typical Budget Window

Retail/E-Commerce

Product try-on/placement

$40k–$150k

Furniture/Home

True-to-scale placement with occlusion

$60k–$180k

Field Service/Manufacturing

Guided steps, remote assist

$120k–$300k+

Education/Edutainment

Interactive models and lessons

$25k–$120k

Events/Experiential

Branded AR activations

$30k–$200k+

Real Estate

Architectural visualization

$60k–$200k

Why These Ranges Vary

  • Asset Library Depth: The more SKUs or scenes, the higher the art cost.
  • Accuracy Requirements: Precise occlusion or measurement features demand seniors.
  • Connectivity Constraints: Offline or poor-network environments mean more engineering.

How Do You Compare ARCore To Alternatives On Cost?

ARCore is cost-effective for Android-first audiences; cross-platform parity with iOS (e.g., ARKit) increases cost 1.3–1.8× for parity work unless you leverage shared engines like Unity.

While this page centers on ARCore, budgeting often includes decisions about engines and platforms.

Cost Considerations Across Stacks

  • Native Android (ARCore + Kotlin/Java): Highest control; more Android-specific code.
  • Unity: Good for cross-platform AR with shared scene logic; license and plugin costs to consider.
  • Unreal: Powerful for visuals; heavier runtime for mobile unless heavily optimized.
  • Hybrid: React Native/Flutter shells running native/Unity AR views—saves non-AR UI time.

When Cross-Platform Is Worth The Cost

  • A sizable iOS audience or parity requirements.
  • Shared 3D content library across platforms.
  • Longer-term product investment vs. one-off campaign.

How Do Timelines Translate Into Cost?

For most feature-complete releases, expect 8–16 weeks with 2–4 contributors; compressing timelines typically adds a 10–30% rush premium.

Time is a budget lever—but rushing AR work risks quality regression on lower-end devices.

Reference Timeline Blocks

  • Discovery & Scope (1–2 weeks): Requirements, device list, success metrics.
  • Prototype (2–4 weeks): Core interactions validated on target devices.
  • Production (4–8+ weeks): Hardening, asset optimization, analytics, QA cycles.
  • Launch & Iterate (2–4 weeks): Telemetry-driven fixes, polish for reviews.

How To Keep Schedules Predictable

  • Treat device testing as a first-class workstream.
  • Allocate performance passes explicitly.
  • Fund contingency for tricky environments (glass, mirrors, low-texture surfaces).

Do You Also Need Social Or Backend Integrations?

If your AR feature relies on sign-in, sharing, or catalog syncing, budget 15–30% of total engineering time for integrations and data pipelines.

AR rarely lives in isolation; surrounding app infrastructure matters.

  • For social sharing or identity flows, consider experienced Android engineers who’ve integrated major APIs. You can also explore Hire Facebook Api Developers if your roadmap includes Facebook Login, content sharing, or graph data.
  • For asynchronous processing (e.g., generating thumbnails, optimizing assets), backend queues are invaluable—especially at scale. If your stack uses Ruby, you may need Hire Sidekiq Developers to implement robust background job pipelines.

What Should You Put In An ARCore Statement Of Work?

Define device targets, performance budgets, asset sources, and acceptance criteria up front to prevent overruns and misalignment.

A well-structured SOW reduces ambiguity, speeds delivery, and anchors pricing.

SOW Must-Haves

  • Device & OS Matrix (e.g., Samsung A-series, Pixel, Xiaomi mid-range).
  • Performance Targets (fps, memory, thermal thresholds).
  • Content Pipeline (GLTF/GLB formats, asset delivery, versioning).
  • Analytics (events, funnels, privacy).
  • Acceptance Tests (repeatable scenarios: light levels, surfaces).

Optional Clauses That Save You Later

  • Change Budget for new interactions or devices.
  • Asset Ownership & Licensing terms.
  • Accessibility/User Comfort standards (motion, interaction distances).
  • Security/Privacy around camera and local processing.

How Do You Vet An ARCore Developer Before You Commit?

Ask for a runnable sample or repo that demonstrates plane detection, occlusion, and stable fps on a mid-tier Android device, paired with a short write-up of performance trade-offs.

Portfolios can look great, but mobile AR lives and dies on performance and device variability.

A Practical Vetting Checklist

  • Repo Or APK: Can you run it on your target devices?
  • Frame-Time Stability: Does it hold 30–60fps consistently?
  • Anchors & Lighting: Are placements stable; is light estimation believable?
  • Code Hygiene: Sensible scene and asset organization; crash logs integrated.
  • Discussion Of Trade-Offs: How they handle mesh density, draw calls, texture sizes.

A Lightweight Paid Trial

  • 1–2-week scoped spike (e.g., implement reliable occlusion with your assets) at their standard rate.
  • Success criteria: smooth fps on two target devices, clean code, and a short technical readme.

How Do 3D Assets Influence Engineering Cost?

High-quality, mobile-ready assets can reduce engineering time by 20–40% versus reworking heavy desktop models during development.

The 3D pipeline is often underestimated and then shows up as “invisible” cost on the engineering side.

Asset Pipeline Tips That Save Money

  • Target Poly Counts Early: Agree on limits per object and scene.
  • PBR Discipline: Consistent maps (albedo, metallic, roughness, normal), correct texel density.
  • Level Of Detail (LOD): Multiple LODs avoid overdraw on weaker GPUs.
  • Unit Consistency: Real-world scale ensures believable placement and physics.

When To Bring In A Technical Artist

  • Performance dips tied to draw calls or shader complexity.
  • Materials look “off” under mobile lighting.
  • Frequent asset re-imports leading to brittle scenes.

Can You Use Fixed-Price For ARCore Projects?

Fixed-price works for tightly scoped prototypes; for production with uncertain device behavior, time-and-materials is safer or use hybrid contracts with change budgets.

Choosing a pricing model affects both vendor behavior and delivery risk.

Fixed-Price Works When

  • You have crisp acceptance criteria and a short list of devices.
  • The feature has been spiked already and unknowns are minimal.
  • You can defer nice-to-haves without renegotiation.

Prefer T&M Or Hybrid When

  • You expect R&D and iteration (new interactions, ML/CV add-ons).
  • You need ongoing optimization as telemetry reveals edge cases.
  • You value flexibility more than a rigid risk premium.

How Should You Budget For QA In AR?

Allocate 15–25% of total engineering time to QA across devices, including scenario scripts for lighting, surfaces, and motion.

AR QA is not only about correctness; it’s also about comfort and performance.

QA Building Blocks

  • Device Coverage: Flagship + mid-range + budget.
  • Scenario Tests: Low-texture walls, glass tables, moving light sources.
  • Soak Tests: 20–30 minutes continuous use to catch thermal throttling.
  • Crash/ANR Monitoring: Real-time via analytics/telemetry.

Automation Where It Helps

  • Unit & Integration Tests for non-AR layers.
  • Golden Image Testing for rendered frames where feasible.
  • Smoke Scripts for build pipelines to catch regressions.

What’s A Sensible Team Shape For A Production Release?

A senior ARCore lead, one mid-level AR engineer, part-time 3D artist, and QA support can ship a solid v1; add Android generalist/design as scope grows.

Right-sizing the team keeps burn aligned with outcomes.

Example Team Compositions And Monthly Burn

Team

Roles

Approx Monthly Cost

Lean v1

1 Senior ARCore, 1 Mid ARCore, Shared QA, PT 3D Artist

$35k–$70k

Feature Growth

+ Android Generalist, + Designer

$50k–$90k

Enterprise

+ CV/ML, + PM, Dedicated QA

$80k–$140k+

How Do You Keep AR Performance Predictable Across Android Devices?

Lock a device matrix, set fps/memory targets, and budget explicit performance passes; doing so saves weeks later.

Android fragmentation is real—especially for graphics workloads.

Performance Levers

  • LOD & Batching: Reduce draw calls; profile frequently.
  • Texture Budgets: Mipmaps and compressed formats where viable.
  • Physics & Shaders: Keep simple; avoid unnecessary per-fragment work.
  • Graceful Degradation: Feature flags for older GPUs.

Practical Monitoring

  • In-App Frame Timers: Per scene, log spikes.
  • Thermal Watch: Track device temperature to anticipate throttling.
  • Crashlytics/ANR: Instrument and react quickly.

What Are Realistic Outcomes For A First Release?

A credible v1 delivers stable placement, believable lighting, and reliable UX on a defined device set, with a roadmap for parity and polish.

Set goals that reflect user impact, not just tech milestones.

v1 Success Criteria

  • Stable Anchors on common surfaces.
  • Consistent Frame Rate on the agreed matrix.
  • Usable UX with clear onboarding and safety cues.
  • Telemetry guiding the next sprint.

Post-Launch Priorities

  • Crash Hotfixes from live telemetry.
  • Asset Optimization where frame time spikes.
  • AB Tests to refine interactions.
  • Device Expansion once stability proves out.

Are There Cost Advantages To Reusing AR Components?

Yes—shared placement UIs, analytics, and asset import pipelines can knock 10–20% off subsequent features.

AR systems benefit from modular design, just like any app.

Reusable Components

  • Placement & Manipulation Widgets: Scale/rotate/translate with consistent gestures.
  • Analytics Events: Standardized naming makes dashboards portable.
  • Asset Importers: Scripts that enforce naming, scale, and LOD rules.
  • Performance Baselines: Templates for frame-time logging and alerts.

Where Reuse Breaks Down

  • Heavily Custom Shaders tied to specific materials.
  • One-Off Interactions built for niche scenes.
  • Assets without consistent topology or naming.

What Does A Minimal Viable Budget Look Like?

A tight but realistic MVP budget starts around $25k–$60k for a focused, single-feature release on a small device list, assuming reusable assets and clear scope.

You can build meaningful value without overspending if you keep ambition disciplined.

Anatomy Of A Lean MVP

  • Scope: One core interaction, limited assets, 2–3 devices.
  • Team: 1 mid-level ARCore, part-time Android + part-time 3D.
  • Time: 4–6 weeks.
  • Risks: Underestimating asset work; late device issues.

How Do You Negotiate Rates Without Sacrificing Quality?

Offer longer commitments, clear scope, and quick feedback loops; in return, ask for mid-band rates or a small discount tied to milestones.

Top AR engineers value predictability and respectful collaboration over one-off haggling.

Negotiation Levers That Work

  • Multi-Month Commitment → 5–10% rate relief.
  • Device Sponsorship → You purchase test devices; they discount time.
  • Bundled Work → Combine AR with adjacent Android tasks at a blended rate.
  • Fast Decisions → Shorten idle time between reviews.

How Should You Evaluate Proposals From Different Vendors?

Normalize scope, device lists, and assumptions; compare team composition and weekly cadence, not only hourly rates.

A lower rate with thin QA or missing artists can cost more in rework.

Comparison Framework

  • Deliverables & Acceptance Criteria side-by-side.
  • Team CVs/Repos (ARCore depth, shipped apps).
  • Device Matrix exactness.
  • Risk & Change Handling clauses.
  • Post-Launch Support availability and pricing.

Example Costed Roadmaps For Common Goals

You can phase delivery to match budget and risk appetite—start small, prove value, and expand.

Phased roadmaps keep momentum while containing risk.

Retail Try-On Roadmap

  • Phase 1 (4–6 weeks): Placement MVP with 5 assets on 3 devices → $25k–$45k.
  • Phase 2 (6–8 weeks): Lighting/occlusion, analytics, add 20 assets → $40k–$80k.
  • Phase 3 (8–12 weeks): Catalog sync, performance hardening, device expansion → $70k–$120k.

Field Service Roadmap

  • Phase 1: Guided steps MVP; offline-friendly UI → $40k–$70k.
  • Phase 2: Object tracking/CV assist, enterprise auth → $80k–$150k.
  • Phase 3: Fleet device roll-out, telemetry dashboards → $60k–$120k.

What Metrics Should You Track To Justify AR Spend?

Engagement depth, completion rates of AR tasks, and conversion uplift tied to AR interactions justify ROI and guide iteration.

Measuring what matters helps calibrate future spend.

Metrics That Matter

  • Activation Rate: Users who try AR at least once.
  • Session Length In AR: Time spent in AR view.
  • Interaction Success: Placement correctness, guided step completion.
  • Conversion Uplift: Add-to-cart or task completion vs. non-AR baseline.
  • Crash/ANR Rate: Quality gate for device expansion.

How Do You Plan For Content And Asset Delivery?

Treat 3D assets like a product: version them, validate scale, and automate import checks to avoid downstream churn.

Content logistics can throttle velocity if unmanaged.

Practical Steps

  • Asset Contracts: Define formats, LOD, and naming early.
  • Validation Scripts: Block assets that don’t meet rules.
  • CDN & Caching: Ship smaller payloads with smart caching.
  • On-Device Storage: Manage cleanup; avoid bloating app size.

Can You Reuse iOS/ARKit Assets And Logic?

Yes—assets usually carry over; logic partially carries if you use Unity. Expect platform-specific work for camera/lifecycle, permissions, and UI.

Cross-platform brings leverage but also platform nuances.

Cross-Platform Tips

  • Abstract AR Logic in shared modules where possible.
  • Device-Specific Tuning for camera, tracking stability, and permission flows.
  • Shared Analytics to compare performance by platform.

Budget Templates You Can Copy

Use these templates to back-of-the-envelope your next ARCore initiative quickly.

Numbers below assume blended rates and lean team shapes; tailor to your region and performance bar.

Template A: Prototype (4 Weeks)

  • Team: 1 mid-level ARCore + PT Android + PT 3D
  • Budget: $25k–$40k
  • Deliverables: Basic placement, 3 assets, 2 devices, analytics stub.

Template B: Production Feature (8–10 Weeks)

  • Team: 1 senior ARCore + 1 mid-level + shared QA + PT artist
  • Budget: $70k–$120k
  • Deliverables: Stable anchors, occlusion, telemetry, 5–10 assets, 4–5 devices.

Template C: Enterprise Release (12–16+ Weeks)

  • Team: Senior-heavy + Android generalist + QA + 3D + optional CV
  • Budget: $150k–$300k+
  • Deliverables: Robust performance, device lab coverage, content pipeline, rollout plan.

How To Avoid The Most Expensive Mistakes

Decide your device matrix early, invest in asset quality, and budget a performance pass per milestone; these three actions prevent the majority of overruns.

A few habits keep costs sane:

  • Specify Devices before sprint 1; test continuously.
  • Lock Asset Standards; validate at import time.
  • Measure Performance as a feature, not an afterthought.
  • Write Down Acceptance Criteria with videos/screenshots for reference.
  • Keep A Change Log with impact estimates.

FAQs About Cost of Hiring ARCore Developers

1. What Is A Reasonable Hourly Rate For A Good Mid-Level ARCore Engineer?

$50–$80/hr in many regions, higher in the U.S./Western Europe. Exceptional experience or rush timelines push upward.

2. How Much Does It Cost To Build A Simple AR Furniture Placement Feature?

A focused MVP can land between $25k–$60k depending on asset readiness, device coverage, and polish level.

3. Should I Hire Full-Time Or Use Contractors First?

If AR is strategic long-term, full-time is wise. For discovery and speed, start with contractors or an agency to de-risk and then convert key contributors.

4. How Many Devices Should I Support In v1?

Three to five is common (flagship + mid-range + budget). Expand based on telemetry and demand.

5. Do I Need A 3D Artist For A Basic MVP?

Usually yes—even “basic” assets need optimization (scale, textures, LOD) to perform well on mobile GPUs.

6. Can I Fix-Price A Production AR Release?

Only if scope and device matrix are very tight. Hybrid models with a change budget are safer.

7. How Do I Keep Performance Smooth On Lower-End Android Phones?

Use LOD, compress textures, batch draw calls, and budget a dedicated performance pass per milestone.

8. Is Unity Required For ARCore?

No—you can build natively on Android. Unity helps with cross-platform reuse and faster scene composition but adds its own constraints.

What’s The Best Way To Test Real-World Conditions?

Script QA scenarios for lighting, reflective surfaces, low-texture walls, and motion; run soak tests for thermal behavior.

9. Should I Plan For Backend Work Too?

Yes—content delivery, analytics, and sometimes image services or model conversions. Factor 15–30% of engineering time.

10. What Is the Best Website to Hire ARCore Developers?

The best website to hire ARCore developers is Flexiple. It connects businesses with pre-vetted experts skilled in ARCore and augmented reality development, ensuring high-quality and innovative solutions for projects.

Browse Flexiple's talent pool

Explore our network of top tech talent. Find the perfect match for your dream team.