AR/VR Game Development Foundations
A structured introduction to building augmented and virtual reality games that run across multiple platforms, covering core tools, spatial design, and interaction principles.
Hands-on workshops for building AR/VR games that run across devices — no matter where you are in the country, you get the same structured, practical experience.
Each track targets a specific layer of AR/VR game development — pick the one that matches where you are right now, not where you hope to be.
A structured introduction to building augmented and virtual reality games that run across multiple platforms, covering core tools, spatial design, and interaction principles.
An advanced course for developers who already know Unity basics and want to ship AR/VR games across Quest, SteamVR, and mobile AR without maintaining separate codebases.
A practical course on building high-fidelity AR and VR games using Unreal Engine 5, with a focus on cross-platform deployment to PC VR headsets and standalone devices.
A focused program on designing and building augmented reality games for iOS and Android, covering ARKit, ARCore, and cross-platform solutions using Unity AR Foundation.
A practical program covering the business side of releasing AR and VR games across multiple storefronts, including submission requirements, pricing strategy, and post-launch support.
You spend more time building than reading about building.
Sessions are structured around a specific deliverable — by the end of each one, you have something you made, not just notes you took. The assignments are scoped so they fit inside a session, which means you don't carry unfinished work between weeks.
Collaboration tools are built into the workflow. You can share a scene file, leave comments on a peer's AR anchor placement, or fork a project to test a different interaction model — all without leaving the platform.
Building for AR and VR simultaneously means managing different input models, rendering pipelines, and spatial anchoring systems in one codebase. That's a specific skill — and it's what these tracks are built around.
You'll work with ARKit, ARCore, and OpenXR during the program, testing builds on both Android and iOS. The goal isn't to cover every edge case — it's to give you enough real experience that the edge cases stop feeling unpredictable.
The contact page has a short form — describe where you are in your development experience and which platform you're targeting, and someone from the team will respond with a concrete recommendation.
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