Tech Invoice Template

Free AR/VR Developer Invoice Template

Invoice clients for AR/VR experiences, XR applications, and immersive technology projects. Professional invoices from Tidybill.

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What is an AR/VR Developer invoice?

An AR/VR developer invoice covers work building augmented reality (AR) and virtual reality (VR) applications and experiences for platforms including Meta Quest, Apple Vision Pro, HoloLens, mobile AR (ARKit, ARCore), and WebXR. AR/VR development is a highly specialised field commanding premium rates due to the combination of 3D development skills, platform-specific APIs, real-time performance requirements, and limited available talent. Common projects include VR training simulations for enterprise clients, AR product visualisation for retail or architecture, VR therapy applications, immersive marketing experiences, and enterprise AR tools for field workers. Because hardware requirements add cost, invoices often include test device procurement or rental as reimbursable expenses.

What to include on an AR/VR Developer invoice

Common ar/vr developer invoice line items

Service Typical Rate Unit
AR/VR development (day rate) 700 day
VR experience build 8000 project
AR product visualisation app 5000 project
WebXR experience 3000 project
3D asset integration and optimisation 500 asset set
Enterprise AR deployment and training 2000 project

How to invoice as an ar/vr developer

Use milestone invoicing: concept and prototype, core interaction complete, full experience assembled, polished and tested, delivered. Include hardware procurement or rental as reimbursable expenses. For enterprise training simulation projects, invoice per module or scene completed alongside the overall project milestones.

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Frequently asked questions

How do I price a VR training simulation?
VR training projects typically cost £5,000-£30,000+ depending on the number of scenarios, asset complexity, and interactivity required. A lean single-scenario simulation with client-supplied 3D assets is at the lower end; fully custom multi-scenario environments are at the higher end.
Should I charge separately for 3D assets?
Yes, unless 3D modelling is within your scope. Integration of client-supplied assets is a separate deliverable from creating them. Define clearly which assets the client provides and which you create.
What hardware do I need for development and testing?
A Meta Quest 3 (£499), iPhone for ARKit testing, and a mid-spec development PC are the minimum kit for most AR/VR projects. If you purchase hardware specifically for a client project, pass it through as a reimbursable expense.
How do I handle performance issues on low-end headsets?
Define target hardware in the contract. Optimising for lower-end hardware takes additional time and should be invoiced separately if it was not in the original scope. Set performance targets (frame rate, poly counts) upfront.
Is WebXR cheaper to build than native VR?
WebXR experiences (running in a browser) are generally simpler and cheaper to build than native apps, but they have more limited access to device features. For enterprise deployments or high-fidelity experiences, native development is worth the extra cost.
Can I use this template for free?
Yes. Tidybill's free plan lets you create up to 5 invoices per month at no cost, with no credit card required. You can use the AR/VR Developer invoice template straight away after signing up.