ProgramsAR/VR Game Development
Immersive stream · Unity

AR/VR Game Development

From your first Unity scene to a published VR experience or mobile AR app. You don't study game development here — you ship something people can actually put on a headset or install on a phone.

4 levels
L0 → L3
3 → 120 hrs
Per level
Unity · C# · XR
Mastery stack
Published build
Capstone output
§ 01Choose your level

Four rungs. Start where you are, finish at Mastery.

Sessions are always 2 hours. The hours are fixed; the calendar flexes — the same level runs daily, alternate-day, or as a summer intensive. Prices shown are student prices; professional pricing is on the pricing page.

L0Discover
3 hours · one sitting, a single day

Step inside something you made

What AR and VR actually are, and a first hands-on hour in Unity — place a virtual object in the real world through a phone camera and try a headset. No experience needed.

L1Foundation
12 hours · 6 sessions · about 1 week

Unity basics and your first scene

The Unity editor, GameObjects, components and prefabs, plus enough C# to make things move and respond. You finish with a small interactive scene that runs.

L2Practitioner
40 hours · 20 sessions · about 1 month

A playable AR/VR experience

A complete 2D game, a 3D prototype, an introduction to VR, and marker-based AR with Vuforia — a playable experience you can hand to someone else.

L3Mastery
120 hours · 60 sessions · about 3 months

A polished, published immersive app

Production Unity architecture, VR interaction with the XR Interaction Toolkit, AR Foundation, optimization and store publishing. Full syllabus below.

Which level should I start at? Never opened Unity — start at L0, it's free and takes an afternoon. Already comfortable with C# scripting and Unity scenes — ask for a placement check and go straight to L3.
§ 02L0–L2 · published syllabus

What the levels below Mastery cover

Our ladder is a spiral, not a straight line. L0 and L1 are outcome-first: you make something impressive on the first day and no theory gets in the way. L2 is where the foundations genuinely begin. L3 then deliberately re-covers 60–70% of L2 at real depth before going past it — the overlap is a feature, not repetition. You earn the "why" only once you are invested in the "what".

L0 · 3 HRS
Curiosity

A demo and a guided first build. No theory at all — just a win you can point at.

L1 · 12 HRS
Confidence

Bigger builds, same spirit. Concepts appear only where a build actually needs them.

L2 · 40 HRS
Foundations begin

The first real grounding in how and why — taught applied, ending in a project.

L3 · 120 HRS
Depth

Re-covers L2's foundations at full depth, then goes well beyond into advanced work.

L0 · Discover · 3 hours · free

"I made a 3D/AR thing — today."

See it: Immersive AR and VR experiences and games made in Unity — and a VR headset to try where one is available.

Make it, guided: Move and light objects in a Unity scene, then place a 3D model onto a marker in AR through a phone camera.

Unity on lab machines plus a phone for AR. No assessment.

L1 · Foundation · 12 hours · 6 sessions

Six sessions, six things you built

  1. Unity basics — a scene, objects, and moving things around
  2. A simple 2D game — sprites and movement
  3. Game feel — collectibles and a score
  4. Into 3D — a small 3D scene you can walk around
  5. A taste of AR — place a 3D model on an image target
  6. Your own mini game or AR experience, plus a showcase

You leave with a playable mini game and/or an AR demo. Assessed on completion and the showcase.

L2 · Practitioner — 40 hours, where the foundations begin

The first real grounding — Unity and C#, a complete 2D game, a 3D prototype, and an introduction to VR and AR.

UnitWhat you learn and buildSessionsHours
U1 · Unity & C# FoundationsThe editor, GameObjects/Components/Prefabs, C# basics, scripting interaction48
U2 · Building a 2D GameSprites, physics, player movement, a complete 2D platformer with collectibles, score and enemies48
U3 · 3D Development3D environments, lighting and materials, a 3D player controller, NPCs and interaction48
U4 · Intro to VRUnity XR, a VR rig, basic interactions, building for Cardboard or Quest36
U5 · Intro to ARVuforia and AR Foundation, marker and plane detection, placing models36
U6 · ProjectA 2D, 3D, VR or AR project, plus a showcase24
Total2040

Project: A polished 2D game, a 3D prototype, or a working VR/AR demo.

Tools: Unity (LTS) · C# · Unity XR · Vuforia / AR Foundation · Android phone build · a shared VR headset where available.

Assessment: Continuous labs 40% · unit checkpoints 20% · project 40%.

Overlap into L3: U1–U5 are the foundations L3 deepens — it adds advanced C# and architecture, animation and AI, the XR Interaction Toolkit, AR Foundation at depth, multiplayer, advanced graphics, optimization, publishing and a published capstone.

§ 03L3 · Mastery · published syllabus

120 hours, unit by unit

This is the complete Mastery syllabus — the ceiling of the stream, and what every level below builds toward.

What you can do at the end

The outcome

You can architect and ship a polished, optimized immersive application — a 3D game, a VR experience with natural interactions, or a mobile AR app — and publish it to a device or a store.

Format

How it runs

120 hours · 60 sessions × 2 hours · about 3 months. Prerequisite: AR/VR L2, or a placement check. At least one VR headset is shared in the lab; AR runs on your own Android or iOS phone.

Tools & environment

Unity (LTS)C#Universal Render PipelineXR Interaction ToolkitAR FoundationARCore / ARKitVuforiaUnity Input SystemAnimator & NavMeshUnity ProfilerGitQuest / Android / iOS buildsBlender (optional)
UnitWhat you learn and buildSessionsHours
U1 · Advanced Unity & C#C# deep-dive — OOP, interfaces, events and delegates, coroutines, ScriptableObjects · project architecture and folder structure · prefab variants · the new Input System · scene management · addressables intro510
U2 · 3D Game Development3D environments, lighting and materials, Shader Graph intro · physics and rigidbodies · first- and third-person character controllers · animation (Animator, blend trees, state machines) · NPC AI with NavMesh · UI including world-space canvases714
U3 · Game Systems & PolishAudio and mixing · particles and VFX · save/load systems · game state and scene flow · events and messaging · "juice" — feedback and tweening · optimization habits48
U4 · VR DevelopmentVR rig and camera · controllers and tracking · interactions — grab, sockets, UI · locomotion (teleport, continuous, snap-turn) · hand tracking · comfort and motion-sickness mitigation · PCVR and standalone Quest · the VR performance budget816
U5 · AR DevelopmentAR Foundation on ARCore/ARKit · plane detection and placement · raycasting and hit-testing · image and object tracking · occlusion, light estimation, anchors · Vuforia marker and model targets · mobile AR UX816
U6 · Optimization & PublishingProfiler, draw calls, batching, LOD · texture, mesh and lighting optimization · build settings for Android, iOS and Quest · signing and store-submission basics · analytics and crash reporting48
U7 · Multiplayer & NetworkingNetcode for GameObjects · client-server and host models · syncing state across clients · shared and co-located multiplayer basics510
U8 · Advanced Graphics & 3D PipelineShaders and materials in Shader Graph · lighting and post-processing · the Blender → Unity asset pipeline · visual optimization510
U9 · CapstoneDesign → build → optimize → publish a polished immersive app, with a showcase demo1428
Total60120

The capstone

Design, build, optimize and publish one polished immersive application — your choice of:

a 3D game with animation, AI and UI, built for mobile or PC; or a VR experience with natural interactions and comfortable locomotion on Quest or PCVR; or a mobile AR app using AR Foundation with plane or image tracking and a real use case.

You deliver: a published build, the source project, a showcase demo and a short design document.

How you're assessed

Continuous lab work25%
Unit projects (3D slice, VR demo, AR demo)25%
Capstone (rubric)40%
Presentation & viva10%

Syllabus is a working draft — hours per unit are indicative and validated by the practitioner who teaches the stream. 3D art creation is kept light; you import and use assets rather than model them.

§ 06Practitioner-instructors

Who will teach you

Every instructor is currently building in the field they teach — and is certified on our level template before taking a cohort alone. Subject expertise is the entry ticket, not the job.

Practitioners, not lecturers

Every instructor is currently building in the field they teach. If they stop practising, they stop teaching that stream.

Trained on our template

Subject knowledge is the entry ticket, not the job. Every instructor is certified on the CEFTA level template before they take a cohort alone.

Standardized delivery

The same module runs the same way in every centre and every partner campus. That consistency is the product.

Named instructor profiles go up as each cohort's trainer is confirmed — we publish people, not stock photographs. We're hiring practitioner-instructors →

Dates for AR/VR Game Development

Tell me when the next batch opens

One email when a cohort is published for this stream. Nothing else, ever.

One email when a batch opens. No newsletter, no drip sequence, unsubscribe in one click.

Ship something people can step into.

Start with the free 3-hour L0 Discover session — try a headset, place your first AR object, then decide whether to climb.