Cross-platform AR/VR game development — built on practice, not slides
What the program actually asks of you
There's a practical side to committing to any workshop. Before you read further, here's what's involved — time, structure, and what you get in return for both.
The program runs over 14 weeks with two live sessions per week. Each session is 90 minutes and recorded, so a missed class doesn't mean falling behind. Assignments follow each session and are reviewed individually.
What stays useful after the last session
Most of what you build during the program is portable — projects, patterns, and debugging instincts transfer directly to real development work. The curriculum is designed around Unity with AR Foundation and OpenXR, covering Android, iOS, Meta Quest, and HoloLens targets.
Graduates leave with three complete cross-platform projects in their repository, a working understanding of spatial interaction design, and the ability to scope and estimate AR/VR features independently.
The doubt most people bring to the first session
AR/VR development has a reputation for being hardware-dependent and expensive to get started with. That reputation is mostly outdated, but it still keeps capable developers from trying.
Do I need to own a headset?
No. The first six weeks focus on AR development using a smartphone — any Android device from 2019 onward or an iPhone 8 and later works fine. Headset-specific content comes later, and the program includes a device loan arrangement for participants who need one.
What if my machine can't run Unreal Engine at a usable framerate?
The core curriculum runs on Unity, which has significantly lower hardware requirements. Unreal is covered in optional deep-dive sessions. A machine with 8 GB RAM and a mid-range GPU from 2018 onward handles all required coursework.
Is this realistic alongside a full-time job?
It depends on the week. Some assignments take two hours, some take six. The program is structured so that the heavier workload falls in alternating weeks — participants with demanding schedules generally find a rhythm by week three.
Where the program stands in numbers
These figures come from completed cohorts since 2021 — not projections. They describe what the program has actually produced, not what it aims for.
Skill coverage percentages reflect the share of curriculum hours dedicated to each topic area across the full 14-week program.
Specific enough to self-select
The program works well for a particular kind of person — and actively doesn't suit others. Both categories are worth reading before committing to anything.