Why software employees leave and how to understand why
Engineers and product staff leave for many reasons beyond salary. How to run an exit conversation in a software company, read the pattern and act on it.
6 min readRead articleAn AR, VR and XR studio builds immersive experiences for brands, training, games and industry. Here is how to organise 3D artists, engine developers and testers around headsets, deadlines and uncertain funding.

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Share your requirementsAn AR, VR and XR development studio builds immersive experiences: headset training simulations, virtual showrooms, game worlds, marketing filters, digital twins and mixed-reality tools for clients in education, real estate, industry and entertainment. Its team includes Unity or Unreal developers, 3D modellers and animators, technical artists, UX designers for space, sound designers, producers, QA testers and client-facing leads. Work is project-based, with demos, pitches and launch dates. A good prototype comes quickly and the final polish takes much longer. Headsets, phones and tracking devices need constant testing, and long hours inside headsets can cause eye strain, nausea and dizziness. Skills are new and move fast, with a small talent pool and high demand from games, film and product firms. Funding swings with client budgets and trends, so hiring and layoffs happen in waves. Creative staff care about portfolio credit and freedom. See also HR for IT and software companies.
These are the places the people side of this kind of business tends to give way. The rest of this page works through them.
HR here has to work for each of these groups, not only the office. The set-up below is written with all of them in mind.
GullyHR runs talent acquisition for permanent roles in AR, VR and XR studios. For each role we agree the job description with you, find and screen candidates against it, and support the offer through to joining. Tell us the role and the number of people, and we start there.
We recruit permanent employees. We do not supply contract or temporary staff.
Every business interviews, but few have a written process that works the same way for every role and every interviewer. GullyHR designs yours, from the role brief to the offer, trains your managers to run it, and can run it for you on the roles you hand us.
We agree what the role must deliver, the must-have and nice-to-have skills, and how each will be scored.
Screening call, assessment, interview rounds and decision points, sized to the role and the number of people you hire.
Structured questions for each role family and a rating guide, so two interviewers judge the same answer the same way.
A short briefing for your managers on what to ask, what to avoid and how to give a clear yes or no.
Who approves, how the offer is made, and how candidates are kept informed from first call to joining.
Experienced XR developers are few and get offers from games and product firms, so hiring takes long and costs rise.
Testers and developers spend hours in headsets, feeling dizzy or strained, with no breaks or guidance.
A client demo or exhibition date leads to weeks of late nights, and the team is exhausted before the launch.
A fixed-price prototype becomes a full product, and artists and developers redo work without pay or credit.
Artists want visual quality and developers want performance, and producers are caught between them.
Expensive headsets and controllers are shared, damaged or taken home, and nobody owns care and tracking.
Artists and developers want to show work, but client confidentiality limits what they can share.
A big project leads to rapid hiring, and the end of it leads to layoffs, which hurts morale and reputation.
Start with the topics that matter most here: Recruitment and Talent Acquisition; Health, Safety and Wellbeing; HR Strategy and Workforce Planning. Then work through the rest. Each topic is written for information technology and software, not in general.
Requisition to joining, the same way every time.
Induction, records, incident reporting and follow-through.
How many people, in which roles, by when — and what they will cost.
Structure, reporting lines and who is allowed to decide what.
A first day that is the same for the fifth joiner as the first.
Records, attendance, leave and the day-to-day HR that must simply work.
Salary structure, payroll inputs and a month that closes on time.
Goals, reviews and ratings that hold up in a conversation.
Training planned from need rather than from the calendar.
Named backups for the roles that cannot be vacant.
Communication, recognition and the conditions people actually work in.
Two routes — one for complaints, one for conduct — kept separate.
Policies a manager can apply, and obligations with owners and dates.
Who leaves, when, why — and which of them mattered.
Resignation to relieving letter, in a defined order.
Records that survive people, and approvals that do not queue.
A short monthly pack management actually reads.
An HR function that runs the same way every month.
The pieces a AR, VR and XR studios business puts in place, in an order that makes each easier. Open any card for the detail.
A mix of experienced hires, graduates from design and game courses and structured on-the-job training.
A mix of experienced hires, graduates from design and game courses and structured on-the-job training. See the recruitment process.
Time limits, breaks, a place to rest, guidance on symptoms and a rule that staff can stop without penalty.
Time limits, breaks, a place to rest, guidance on symptoms and a rule that staff can stop without penalty. See workplace health, safety and wellbeing. Confirm with a qualified professional.
Early milestones, scope freeze dates, rest after launch and compensation for extra hours.
Early milestones, scope freeze dates, rest after launch and compensation for extra hours. The attendance, shift and leave process gives a format.
A written change request for every addition and sign-off by the client before work starts.
A written change request for every addition and sign-off by the client before work starts.
Shared performance budgets, regular reviews and respect for both disciplines.
Shared performance budgets, regular reviews and respect for both disciplines.
An equipment register with assigned owners and a policy on portfolio use and credit, checked with a qualified professional.
An equipment register with assigned owners and a policy on portfolio use and credit, checked with a qualified professional.
Before changing anything, find out what is true today. These checks take an afternoon and tell you which of the topics above to start with.
Share your requirementsConfirm with a qualified professional. What applies to you depends on your business, your state and your arrangements, and it changes. This page describes practice. It does not state a legal position.
The services below fit this kind of business best. Each starts by recording where you stand, and every later report compares against that. We do not promise outcomes.
Hiring for scarce XR skills and graduate pipelines.
Headset use, breaks and eye strain guidance.
Demo crunch plans with rest and recovery.
Policies on portfolio use, equipment and confidentiality.
Start with a free conversation, or see the paid HR Diagnostic.
Understand the business, its workforce, current processes and HR challenges.
Find the missing, weak, inconsistent or person-dependent processes.
Create the structure, processes, policies, SOPs, dashboards and systems needed.
Help HR and department managers actually adopt the new system.
Digitise repetitive and approval-based workflows where it is worth doing.
Track hiring, attendance, employee cost, performance, training and attrition.
Strengthen the people-management system continuously, not once.
From the GullyHR blog: one on HR in information technology and software, and one on each of the topics this page points to.

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Set short sessions with breaks and let people stop if they feel unwell. Ask a qualified professional for guidance suitable to your devices.
Train graduates, look at related fields such as games and 3D, and offer growth and interesting projects.
Set early milestones, freeze scope before the final push, add help and give rest afterwards.
Only as agreed in the contract and with client approval. Set a clear policy and ask a qualified professional to help draft it.
Use a mix of permanent and project-based roles, plan runway honestly and handle exits with care and notice.
We would ask how teams are formed per project, how headset time and demo crunch are handled and how scope is controlled. A sensible first piece of work is a headset-use routine, a crunch plan and a change request process. Scope and fees are agreed in writing afterwards.
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