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.
The program is designed for intermediate-level VR developers.
- Very basic theoretical understanding on rendering.
- Basics of XR development and workflows,
- Basics of Unity editor,
- Basic understanding of shaders, at least theoretical.
Tuition Fee: starting at EUR 1599 per student.
Please check the curriculum for 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.
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 workMika Saastamoinen@MobiiliMika
”Dude, Your videos are the best! This is some inspiring work!Neon Engine@NeonEngine
Seriously. I daydream of this in our future.
”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
Prerequisites to take this course are:
- Unity Engine experience
- Math and Geometry for VR Devemopment
Please contact us under email@example.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.