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Nrivanto Melmosis
AR/VR Game Engine Training
Developer working with VR headset and game engine development environment

Build Immersive Worlds That Actually Work

Most AR/VR courses teach theory. We focus on the messy reality of integrating these technologies with game engines you're already using. You'll spend time solving actual problems rather than watching perfect demonstrations.

Why This Matters Now

The gap between knowing game development and understanding spatial computing keeps growing. Studios need people who can bridge that gap without reinventing their entire workflow.

I've watched too many talented developers struggle because AR/VR education focuses on standalone projects instead of real integration challenges. You don't need another Unity tutorial. You need to understand how these systems actually talk to each other when deadlines are tight and nothing works as documented.

Our approach assumes you already know your way around a game engine. We start from there and tackle the specific challenges of making immersive tech reliable in production environments.

VR development workspace showing multiple screens with code and 3D environment

What You'll Actually Learn To Do

These aren't theoretical concepts. Each module addresses specific integration problems you'll face when working with spatial computing in game development contexts.

Spatial Tracking Integration

Getting position data from VR hardware into your game engine coordinate system sounds simple until you actually try it. We cover the edge cases and performance considerations that documentation conveniently skips.

Performance Debugging

Frame drops in VR cause motion sickness. You'll learn systematic approaches to finding bottlenecks specific to immersive rendering pipelines and the compromises that actually work in production.

Cross-Platform Reality

Building once and deploying everywhere is a nice idea that rarely works. We address the practical differences between platforms and help you structure code that doesn't need complete rewrites for each target.

How Learning Actually Happens Here

No predetermined pace. No artificial milestones. You work through challenges at whatever speed makes sense for your current project needs and existing knowledge.

Start With What You Know

We assess your current game development experience and identify which AR/VR concepts will be most relevant. Skip what you already understand. Focus on gaps that matter to your goals.

Tackle Real Integration Problems

Work through actual scenarios from projects that needed AR/VR features. The kind where documentation says "it's easy" but reality disagrees. You'll see common failure patterns and approaches that actually held up in production.

Build Your Reference Implementation

Create a working integration you can refer back to. Not a portfolio piece — a functional codebase that solves problems you'll encounter again. Something you'd actually use in a real project without major modifications.

Refine Based on Constraints

Every project has different performance budgets and target platforms. You'll adapt your implementation for various scenarios, learning which optimizations matter and which are premature.

Close-up of hands using VR controllers with game engine UI visible in background

Who This Makes Sense For

You're comfortable building games or interactive experiences. Maybe you've shipped something already, or you're deep enough into a project to know what "works in theory" really means.

The AR/VR space interests you, but most educational content either assumes you're starting from zero or glosses over integration complexity. You need practical knowledge about making these technologies work within existing workflows and engines.

If you're looking for motivation or hand-holding, this probably isn't the right fit. We assume you're self-directed and focused on solving specific technical challenges rather than general skill development.

Getting Started Is Straightforward

Check out our upcoming sessions to see what topics we're covering. Sessions run throughout the year with different technical focuses based on what participants are working on.

Most people start by attending a workshop session to see if the teaching style matches what they need. No commitment required — if it's not useful, you'll know within the first session.

We also share practical tips for anyone working with spatial computing, whether you join formal sessions or not. Some problems have known solutions that shouldn't require rediscovery.

Mixed reality headset next to laptop displaying game engine interface with spatial mapping visualization