Salespulse Lynxhub
Salespulse
Lynxhub
About Salespulse Lynxhub

So, who actually builds this stuff with you?

A team of practitioners who spent years making AR/VR games before deciding to teach what they learned the hard way.

Salespulse Lynxhub team working on AR/VR game development workshop

Where the platform came from

Salespulse Lynxhub started in 2021 out of a specific frustration: most AR/VR learning resources were either too theoretical or assumed you already had a studio setup. Neither helped the person who just wanted to ship something real.

Building a game in Unity XR is easier to explain through a working scene than through a slide deck.

The platform grew from internal training materials used by a small development group in Novi Sad. Those materials were rough, opinionated, and effective — which is exactly what we kept when we opened them up to learners across the country.

Every workshop module is still written by someone who has shipped at least one cross-platform AR or VR title. That constraint keeps the content grounded.

14+
Workshop modules covering AR, VR, and cross-platform pipelines
6 regions
Active learner groups from Belgrade to Niš and beyond
AR/VR game development session at Salespulse Lynxhub workshop

What a session actually looks like

Each workshop follows a four-part structure that moves from concept to running code. No lecture-only blocks — every idea gets tested inside a scene before the session ends.

01
Scene setup with a real brief

Participants receive a stripped-down project file and a concrete brief — for example, placing an AR object that responds to surface detection on both Android and iOS within the same build.

02
Guided build with checkpoints

The facilitator walks through the Unity XR or WebXR implementation step by step. Each checkpoint is a testable milestone, not a slide. Participants run the build on their own device at each stage.

03
Collaborative debugging round

Pairs swap projects and intentionally break one thing, then fix each other's work. This is where most of the learning actually happens — reading unfamiliar code under a time constraint.

04
Async assignment with peer review

Each session closes with a take-home task. Submissions go into a shared repository and get reviewed by at least two other participants before the next session opens.

Participants testing AR scene on mobile devices during workshop
Hands-on from minute one The session structure was tested across 38 different groups before it settled into this form. The biggest change was moving device testing from the end of a session to the middle — it surfaces problems while there is still time to address them.

The people writing the curriculum

A small group with varied backgrounds — game development, spatial computing, and instructional design. Each person teaches the part they have actually shipped.

Facilitator leading an AR/VR development workshop session
Lead Facilitator
Oana Drăghici

Shipped four WebXR projects before joining Salespulse Lynxhub. Writes the cross-platform compatibility modules and runs the live debugging rounds.

Curriculum designer reviewing workshop assignment structure
Curriculum Design
Tibor Vásárhelyi

Spent eight years in Unity before moving into instructional design. Responsible for the checkpoint structure and the peer review system used across all modules.

Platform & Tools
Jelena Ostojić

Maintains the shared repository infrastructure and the submission pipeline. Also writes the assignments for the VR interaction design track — her background is in haptics research.