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Krelmoxin

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

AR/VR Game Development Program

We've spent years building immersive experiences and teaching developers how to bridge the gap between traditional game engines and spatial computing. This isn't about theory — it's about getting your hands on real tools and actually building something that works.

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How We Actually Teach This Stuff

Most AR/VR courses throw you into headsets without explaining how game engines handle spatial data. We start with the fundamentals and build up from there.

01

Engine-First Approach

You'll work with Unity and Unreal from day one, but we focus on understanding how these engines process spatial coordinates and handle XR input before you touch any headset. Most problems happen because people skip this part.

02

Live Debugging Sessions

Every week we run real debugging workshops where students bring actual problems they're facing. No prepared demos — just solving whatever broke that week. This is where most learning happens.

03

Hardware Reality Check

We teach you how to work within hardware constraints because your beautiful VR scene means nothing if it runs at 20fps. Performance optimization isn't optional in spatial computing.

Students working on VR development project with game engine interface visible on screen

What Makes This Different

We don't promise you'll be an expert in twelve weeks. That's not realistic. What we do promise is that you'll understand how game engines actually communicate with XR hardware, and you'll have a portfolio piece that demonstrates that knowledge.

Our approach comes from years of working in the Croatian game development scene and training teams across Central Europe. The program runs over nine months starting October 2025, with sessions twice weekly and plenty of lab time when you need help.

You'll build three projects: a simple VR interaction demo, an AR placement system that actually works in different lighting conditions, and a final project of your choosing. We provide feedback on all of them.

Program Structure

Nine months, broken into four phases. Each builds on what came before, but we adjust pacing based on how the group is actually progressing.

Phase One — Oct to Dec 2025

Game Engine Fundamentals

Before you can build for XR, you need to understand how modern game engines handle 3D space, physics, and rendering pipelines. We cover Unity and Unreal basics, scene management, and asset optimization.

  • Scene architecture
  • Transform systems
  • Input handling
  • Basic shaders
  • Asset pipelines
Phase Two — Jan to Mar 2026

XR Integration Basics

Now we add XR SDKs and start working with actual headsets. You'll learn how tracking works, how to handle different input methods, and why frame rate suddenly becomes critical.

  • XR plugin setup
  • Spatial tracking
  • Controller input
  • Performance profiling
  • Build optimization
Phase Three — Apr to May 2026

Platform-Specific Development

Different headsets have different capabilities and requirements. We cover Meta Quest, HTC Vive, and mobile AR platforms, focusing on what actually differs between them.

  • Platform SDKs
  • Hand tracking
  • Spatial anchors
  • AR plane detection
  • Multi-platform builds
Phase Four — Jun to Jul 2026

Portfolio Project Development

The final eight weeks are dedicated to building something meaningful. We provide guidance and feedback, but you drive the project. Most students use this for job applications.

  • Project planning
  • Iterative development
  • User testing
  • Portfolio presentation
  • Technical documentation

Who's Teaching This

We're developers who've worked on shipping XR projects. When something breaks, we've probably broken it ourselves already.

Instructor portrait

Viktor Horvat

Lead Technical Instructor

Spent six years building VR training simulations for industrial clients. Now teaches because explaining complex systems to new developers is oddly satisfying.

Instructor portrait

Petra Novak

AR Development Specialist

Background in mobile AR and computer vision. She handles all the sessions on plane detection and lighting estimation because those topics can get messy fast.

Instructor portrait

Ana Babić

Performance Optimization Lead

If your frame rate is dropping, she'll figure out why. Previously worked on optimizing VR experiences for standalone headsets where every millisecond counts.