TECHNICAL EXPERTISE MASTER CLASS

Rendering Optimization for Standalone XR Devices

Hands-on. Live, or self-paced. May 1 till June 16, 2023.

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Curriculum & Course Structure

Reduce rendering time, master lighting, geometry, texture optimizations and rendering pipelines for smooth performance. Learn professional techniques for creating high-fidelity visuals without taking a hit to performance with our Rendering Optimization Master Class

The program is designed for intermediate-level VR developers.

Prerequisites

  • Very basic theoretical understanding on rendering
  • Basics of XR development and workflows
  • Basics of Unity editor
  • Basic understanding of shaders, at least theoretical

Pricing

Tuition Fee: starting at USD 2980 per student
Please check the curriculum for Rendering Optimization Master Class to see a detailed outline of subscription options
MEET YOUR INSTRUCTORS

Notably known for merging Art and technology, Vivek has been working with filmmakers to bring them their complex thoughts to life. With a background in film-making, electronics, and Computer Science he has contributed to numerous films during production and post-production. With a Masters in Computer Science from the University of Pennsylvania, Vivek is an active advocate of making art using technology and has been heading a lecture series called “Engineering behind Hollywood.” He is known as the rendering mastermind behind The Lion King, Destiny and many VR/AR titles.

Ruben is a game developer specializing in optimizing games and experiences made in Unity. He worked on 10+ games and experiences for well-known clients like Ubisoft, Wooga, Audi and Volkswagen. Some of the projects he worked on are Star Trek Bridge Crew (Oculus Quest), Anne Frank House VR, Diamond Dash, Time Stall, Catan Universe, Jelly Splash and Blackguards Definitive Edition. Additionally, he publishes content on optimization on thegamedev.guru platform, which often gets featured on Gamasutra, Gamedev.net and Unity.

Key Benefits

Learn at your own pace

You have access to 40 hours of comprehensive video content. The 6 weeks curriculum is based on an average learner spending 10 hours per week on content + assignments, however, you are free to plan around your personal schedule, and master rendering optimization for VR at your own pace.

Enterprise Level VR Project

The capstone project you will create is an industry state-of-the-art VR project which you can showcase in your portfolio and prove your senior level skills. Impress your lead or client with your newly acquired advanced rendering optimization skills!

Challenging Assignments

Each week, you will receive challenging assignments with increasing difficulty levels leading to your capstone project. Mentors are available to give you short but constructive feedback on your submissions on the community slack channel.

Sample Code Access

Project templates and sample code are provided to you so that you can fully focus on learning to optimize rendering for VR!

Live Mentorship

In weekly technical mentorship classes, you'll apply what you learned in the lectures, hitting your regular milestones on your project. You will get actionable feedback and advice on how to improve your skills.

Proprietary Wiki

Find answers to your questions in our knowledgbase. Search questions and answers asked by other students, learn about potential pitfalls and get guidance on the resources you need.

What others say

  • Wow. The way these hand tracking experiments are going there soon won't be any need for hand controllers in VR/AR anymore...Excellent work 
    Mika Saastamoinen
    @MobiiliMika
  • Dude, Your videos are the best! This is some inspiring work! 
    Neon Engine
    @NeonEngine
  • Awesome Stuff!
    Seriously. I daydream of this in our future. 
    Zemydius
    @zemydius
  • I have to try it! A dream came true for VR research! 
    Vincent Goupil
    @FoxShiver
  • You are a VR programming magician and I hope every developer in the future learns something from you. 
    icsomic
    @icsomic
  • Your hands' physics just rocks. 
    Diego fernandez-bravo
    @cliv3twit

FAQ

Prerequisites to take this course are:

  • Unity Engine experience
  • Math and Geometry for VR Devemopment

Please contact us under hello@xrbootcamp.com for corporate workshops or group discounts.

In the live classes, you will get to know your classmates. We organize social breaks, team meetings, master-minds, and get-togethers for everyone to get to know each other and build a great new network!

If you subscribe to the live mentorship sessions, you can submit all your questions. In the group mentorship hours, you will get time with technical mentors to go over your implementation questions from the lectures and assignments.

Yes, you will need access to a headset with controllers (preferentially Oculus). Owning an Oculus Quest is optional. Please let us know if you have difficulties accessing equipment. An Oculus Quest 2 is distributed to participants (based on availability and regional accessibility).

The class is implementation focused. Students implement a capstone project application from scratch – with the help of sample code and project templates.

After applying, we will interview you in person (online). After asking a few questions, we will be able to quickly tell if you are eligible.

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