AR Foundations
- World tracking and coordinate systems
- Camera feed processing and plane detection
- Light estimation and shadow anchoring
- ARKit vs ARCore — where they diverge
- WebXR for browser-based AR games
A structured path through augmented reality as it actually exists inside games — coordinate systems, SDK pipelines, spatial design, and the tricky parts that tutorials skip over.
The program does not treat AR as a feature list. Each phase builds directly on the previous one — concepts introduced in week two become tools you use in week six. You will not find yourself re-learning the same SDK call from three different angles.
Practical sessions use real game scenarios: outdoor location-based mechanics, tabletop AR board games, and first-person spatial puzzles. These are not toy examples — they surface the actual constraints you will face on real projects.
Group cohorts and individual tracks run in parallel — you choose the rhythm that fits your schedule and how you actually learn.
Groups of eight to twelve participants work through the same material simultaneously. Instructors present concepts, then the cohort splits into pairs for hands-on exercises. Peer feedback during review sessions is a deliberate part of the format — hearing how someone else solved the same occlusion problem is often more useful than the solution itself.
Private sessions follow your project, not a preset syllabus. The instructor adjusts depth and pacing based on what you are actually building.
Every live session is recorded. SDK walkthroughs, code reviews, and Q&A segments are available in the learner portal within 24 hours.
Participants come from Unity development, mobile engineering, and interactive design. What matters is comfort with a code editor and enough patience to debug a tracking anchor that refuses to stay put. AR development involves a lot of that — and the program does not pretend otherwise.
View all servicesCommon Questions
Basic programming knowledge helps, but the program starts from AR fundamentals. Participants with Unity or Unreal background will progress faster through the SDK modules — but it is not a prerequisite for joining.
An Android device running ARCore or an iPhone with iOS 14+ for ARKit is sufficient. Instructors provide emulator setups for those without compatible hardware during the first two phases.
Yes. The format is flexible — you can attend group live sessions and separately book individual consultations with your assigned instructor during any phase of the program.
Each of the three phases spans roughly four weeks with two live sessions per week. The total program runs approximately twelve weeks, though pacing can be adjusted for individual learners in the private track.
Program Instructors
Seven years building location-based AR applications. Runs the SDK and advanced mechanics phases, with a focus on what breaks in production versus what works in demos.
Background in interaction design and game UX. Leads the foundations phase and covers how spatial constraints shape game mechanic decisions from the start of a project.
Focuses on performance, multiplayer anchor sharing, and the final project review process. Has shipped four AR titles across mobile platforms since 2019.