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Krelmoxin

Specialized training in AR/VR integration with modern game development platforms

Teaching Reality, One Layer at a Time

Where game engines meet immersive technology

We started in 2021 with a simple question: why does AR/VR development feel so disconnected from actual game creation? Three years later, we're still asking better questions and finding answers that actually work in production environments.

Since 2021

From Conference Room to Classroom

Most educational platforms started because someone saw a market gap. Ours began after a particularly frustrating project meeting in 2020.

A game studio in Zagreb needed AR features integrated into their Unity project. The VR specialists knew immersive tech but struggled with game architecture. The game developers understood engines but found XR frameworks confusing. Two weeks of miscommunication later, we realized the issue wasn't technical skill—it was the language barrier between disciplines.

By mid-2021, we'd developed internal training materials bridging Unity and Unreal workflows with ARCore, ARKit, and various VR SDKs. When three other studios asked for copies, we figured others might benefit too.

That's basically how this started. No grand vision. Just some documentation that turned out to be useful.

AR/VR development workspace with multiple monitors showing game engine interfaces Students working on VR headset integration with game development workstations Mixed reality development environment with spatial computing tools

How We Actually Teach This Stuff

Engine-First Thinking

You're probably already working in Unity or Unreal. We don't make you learn a whole new paradigm. Instead, we show you how XR features fit into your existing workflow. Most AR/VR courses start with hardware. We start with your project structure.

Real Project Context

Every tutorial assumes you're building something specific—not just following along. Want hand tracking for a puzzle game? Spatial audio for a horror experience? We structure lessons around actual implementation scenarios, not abstract concepts.

Platform Agnostic Until It Matters

Most concepts work across Quest, PSVR2, and mobile AR. When platform differences actually matter for your project, we'll dig into specifics. No point learning Quest-specific optimizations if you're shipping on iOS.

Who's Behind This

Small team. Mostly developers who spent too much time explaining the same concepts in different studios. We all worked on shipped XR projects before this—some successful, some expensive learning experiences.

Our materials come from actual production problems we've encountered. When something breaks at 2 AM before a demo, you remember exactly what went wrong and how to prevent it. Those are the lessons that end up in our curriculum.

We're based in Croatia but work with developers across Europe. Time zones make synchronous learning tricky, so everything's designed for async study with optional live sessions.

Modern educational workspace setup for immersive technology development
Portrait of Damir Kovac, Lead Technical Instructor at Krelmoxin

Damir Kovač

Lead Technical Instructor

Spent eight years building VR training simulations for industrial clients before joining in early 2022. Still consults occasionally, which keeps the curriculum grounded in current production realities.

Damir's background in both game development and enterprise XR gives him a practical perspective on what actually matters when shipping immersive experiences. He's particularly good at explaining rendering pipelines without making your eyes glaze over.

Unity XR Unreal VR Performance Optimization Spatial Computing
Advanced AR/VR development laboratory with spatial computing equipment