AR/VR Game Development Foundations
A hands-on program focused on building cross-platform AR/VR games — from engine fundamentals to shipping on multiple devices.
ENROL NOWProgram Outline
Program Outline
Module 1 — XR Ecosystem Overview
- Hardware landscape: headsets, mobile AR, and standalone devices
- OpenXR standard and SDK selection rationale
- Unity XR Interaction Toolkit setup
Module 2 — Spatial Interaction Design
- 6DoF input and controller abstraction
- Gaze, hand tracking, and ray-cast interaction models
- Comfort guidelines and locomotion patterns
Module 3 — Performance and Optimization
- Draw call budgets for mobile VR
- Occlusion culling and LOD strategies
- Profiling with RenderDoc and Unity Profiler
Module 4 — Cross-Platform Build Pipeline
- Conditional compilation and platform feature detection
- Build targets: Android (Quest), PC (SteamVR), and iOS (ARKit)
- Automated testing across device profiles
Final Project
Students submit a playable cross-platform XR game with documentation covering platform-specific decisions made during development.
Practical skills you can apply the moment the session ends.
This program addresses one of the more technically demanding areas in game development: building AR/VR experiences that work reliably on different hardware. Most developers run into platform fragmentation early and spend weeks debugging issues that stem from architectural decisions made at the start of a project.
The course focuses on Unity as the primary engine, with OpenXR as the cross-platform abstraction layer. You will work through spatial anchoring, controller input mapping, and performance budgets specific to headset hardware such as Meta Quest and HoloLens.
Sessions include hands-on projects: a room-scale VR puzzle and a marker-based AR mini-game. Both are built with portability in mind from the first commit.
Understanding the rendering pipeline differences between mobile AR and tethered VR headsets is what separates a working prototype from a shippable product.
No prior XR experience is required, but comfort with C# and basic Unity workflows is expected before enrollment.
Engines
Platform
Deploy
Where are you starting from?
Helps us understand what background participants bring — takes 10 seconds.