Build Real AR & VR Experiences That Matter
Most people think immersive tech is either too complex or just gimmicky. But here's what we've learned after years in the field — when you understand the fundamentals and work with actual spatial computing tools, you can create experiences that genuinely change how people interact with digital content.
Our programs start in July 2026, giving you time to prepare and join a cohort of learners who are serious about this craft.
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Learning That Mirrors How We Actually Work
You won't spend months in theory before touching real tools. From week one, you're building — small projects first, then progressively more complex experiences as your skills develop.
We structure content around project cycles. You learn a technique, apply it immediately, see what works (and what doesn't), then refine your approach. It's closer to an apprenticeship model than a traditional classroom setup.
And honestly? Some projects will fail. That's part of the process. You'll learn more from a broken spatial tracking system than from ten perfectly executed tutorials. We've designed the curriculum to make room for those moments.
Three Core Areas We Focus On
These are the foundational skills that show up in nearly every professional XR project we've encountered.
Spatial Design Thinking
How do people move through 3D space? What feels natural versus what feels forced? You'll develop an intuition for interaction patterns that work in immersive environments — not through memorization, but through repeated hands-on experimentation.
Technical Implementation
Unity and Unreal are your primary tools here, along with platform SDKs for Meta Quest, HoloLens, and WebXR. We focus on practical workflows that actual studios use, not academic exercises that look good on paper but break in production.
Performance Optimization
A beautiful experience that runs at 15fps isn't useful. You'll learn to profile frame rates, optimize draw calls, and make tough decisions about visual fidelity versus smooth performance — because both matter in professional work.
What a Typical Learning Week Looks Like
Monday and Wednesday evenings are concept sessions — we introduce new techniques, dissect examples, and discuss implementation challenges. These run about two hours each.
Saturdays are build days. You work on your current project with instructors available for guidance. Some weeks you'll collaborate with classmates, other weeks you'll work solo depending on the project type.
- Evening sessions fit around work schedules (we know most students have day jobs)
- Projects span 2-3 weeks typically, giving you time to iterate
- Code reviews happen regularly — you'll see how others solve similar problems
- Hardware access is included during Saturday sessions if you don't own equipment yet
The pace is steady but demanding. Expect to invest 12-15 hours per week if you want to keep up comfortably.
What Previous Students Actually Say
Casimir Thorsson
2025 Cohort
I came in with web development experience but zero 3D skills. The transition was rough for the first month — spatial thinking doesn't come naturally when you're used to flat screens. But the instructors were patient, and by project three I was building AR interfaces that actually felt intuitive. Now I'm working on training simulations for a manufacturing client.
Liora Drummond
2024 Cohort
What stood out was how much time we spent on performance debugging. In other courses I've taken, you build something that works on your machine and that's it. Here, we had to make experiences run smoothly on mobile VR headsets with limited processing power. That constraint forced me to become a much better developer overall.
Next Cohort Opens July 2026
Applications open in March. We review portfolios and conduct short technical interviews to ensure fit — not to gatekeep, but because the program moves quickly and we want everyone to succeed.