Salespulse Lynxhub
Salespulse
Lynxhub

Cross-platform AR/VR game development — built on practice, not slides

Participant working on an AR/VR game prototype in a hands-on workshop environment

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.

Eight to twelve hours a week is the realistic minimum to get real results from the coursework.
Duration 14 weeks Two live sessions per week, all recorded for async review
Format Online, live + async Sessions via video call, assignments submitted through the platform
Group size Up to 18 participants Small enough for individual feedback, large enough for peer collaboration
Access after completion Lifetime to materials All recordings, project files, and resources stay accessible

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.

Developer reviewing a cross-platform AR/VR project on multiple target devices
3 Finished cross-platform projects Built during the program, deployable on at least two target platforms each
4 Deployment targets covered Android, iOS, Meta Quest, and HoloLens — same codebase, different builds
6+ Interaction patterns in depth Spatial UI, hand tracking, gaze input, physics interaction, multiplayer sync, and scene anchoring
Workshop participant working through a challenging AR development assignment

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 That reputation is mostly outdated, but it still keeps capable developers from trying.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.

380+ Participants across all cohorts
14 Countries represented in current and past cohorts
91% Completion rate across all cohorts
8 Cohorts delivered and reviewed
Unity AR Foundation
94%
OpenXR cross-platform
87%
Spatial UI design
79%
Multiplayer sync in XR
68%
Performance profiling
82%

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.

A good fit if you —
Write code regularly, in any language, even if game development is new to you
Have a specific project in mind — a game concept, a client brief, or a portfolio gap you want to close
Can block 8–12 hours a week consistently for 14 weeks, including periods that feel inconvenient
Prefer working through problems hands-on rather than watching explanations and moving on
Want to understand why something works, not just copy a pattern that does
Probably not the right fit if you —
Are looking for a passive learning experience — this program is assignment-heavy by design
Have no programming background and expect to pick up coding and AR/VR simultaneously in 14 weeks
Need guaranteed employment outcomes — the program builds skills, not placement promises
Are primarily interested in VR content creation rather than game development and software engineering
Unsure which category you're in? The topic quiz takes about 8 minutes and gives a clearer picture of where your current knowledge sits relative to the program's starting point.