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Nrivanto Melmosis
AR/VR Game Engine Training

Built From Real Development Challenges

We started in 2019 when a few Unity developers kept running into the same problem — AR and VR documentation was either too theoretical or made for people who already knew what they were doing. The gap between "hello world" tutorials and actual production work felt massive.

So we built something different. Not another certification factory, but a place where people work with the same messy problems they'll face on real projects. The kind where your AR anchor drifts, your VR performance tanks, and you need to figure out why without a step-by-step guide.

Now we work with students across Southeast Asia — mostly people switching from web development or traditional game dev who want hands-on XR skills. They're not looking for theory. They want to build things that actually run on headsets and phones.

Students debugging AR tracking issues in Unity workspace

What We Actually Focus On

Technical Foundation First

You'll spend time understanding coordinate systems, transformation matrices, and shader basics. Not glamorous, but critical when your spatial audio stops working or your occlusion culling breaks everything.

Platform Reality Checks

We test on actual devices — Quest 2, iOS AR, Android variants. You'll see how performance varies, how different tracking systems behave, and why something that works on your dev machine might struggle on a phone.

Problem-Solving Over Templates

Most of our exercises start with something broken. A locomotion system that makes people nauseous. An AR app that loses tracking. You debug it, fix it, understand why it failed. That sticks better than following perfect tutorials.

How Learning Actually Happens Here

We've tried a lot of formats over the years. What works best is structure mixed with autonomy — clear milestones but room to break things and experiment.

01

Core Mechanics Build

First few weeks are intense — you're building interaction systems, setting up tracking, getting comfortable with XR toolkits. Lots of repetition until spatial concepts feel natural. Most people struggle with coordinate spaces initially.

02

Integration Projects

You start combining pieces. AR app with multiplayer sync. VR environment with physics interactions. This is where things usually break in interesting ways, and you learn what performance optimization actually means.

03

Platform Deployment

Building for Quest is different from building for phones. You'll hit platform-specific bugs, deal with submission requirements, optimize for mobile GPUs. The annoying details matter when you're shipping real work.

04

Production Pipeline

Final stretch focuses on workflow — asset management, version control with large files, collaboration patterns. How to work with 3D artists, QA testers, clients who don't understand technical constraints. The soft infrastructure stuff.

The People Running This

Our core team came from game studios and AR startups around Singapore and Malaysia. We've all spent time debugging shaders at 2am, optimizing draw calls, and explaining to non-technical stakeholders why their idea needs physics constraints.

What we've learned — mostly through mistakes — is that XR development needs people who can pivot between creative problem-solving and technical precision. You're building experiences, but if your frame rate drops below 60fps in VR, the experience is nausea.

We keep the teaching team small. Eight people who actually code and build stuff, not just lecture. Most are still doing contract work or side projects, so they bring current challenges into the classroom. When Unity releases a new XR Interaction Toolkit version, we're updating curriculum within weeks.

Unity XR Development Unreal VR Systems ARKit & ARCore Multiplayer Networking Performance Profiling Shader Programming
VR headset testing setup with development monitors AR prototype testing on mobile device outdoors Collaborative workspace with multiple XR development stations

What You Can Expect If You Join

We're not going to promise you'll land a job immediately or become a senior XR engineer in six months. What we can offer is hands-on experience with current tools, exposure to real technical challenges, and mentorship from people actively working in this space.

Most students take 7-9 months to feel confident building XR projects independently. Some faster, some slower — depends on your background and how much time you put in outside structured sessions. We're here to guide that process, not rush it.

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