Cross-Platform AR/VR Development
Building immersive experiences that work everywhere, taught by people who ship them.
Practical Workshops
From concept to deployment — learn by building real projects that run on multiple devices.
Projects Built and Released
Participants in recent cohorts have shipped applications to iOS, Android, Meta Quest, and SteamVR. These are not portfolio pieces — they are live products with active users, downloaded from public stores and tested in real conditions.
The projects range from educational tools used in classrooms to experimental art installations shown at digital festivals. What they share is functional cross-platform deployment and evidence that the techniques taught here translate into working software.
First Month
Setting up development environments, understanding spatial computing fundamentals, and building simple interactions that respond to user input across different hardware.
How the Learning Unfolds
The programme moves from individual components to integrated systems. Early weeks focus on isolated skills — rendering, input handling, spatial audio. Later phases combine these into cohesive applications that solve specific problems or create particular experiences.
Feedback comes from peers, instructors, and testing on actual devices. The rhythm alternates between structured assignments and open-ended experimentation, with regular checkpoints to ensure everyone stays on track.
Final Phase
Completing a self-directed project, optimising for performance across platforms, and preparing for public release with proper documentation and deployment workflows.
What Remains After Completion
The immediate outcome is a set of working projects and documented code. The longer-term value lies in understanding how to approach new platforms and frameworks as they emerge.
Reusable Code Libraries
Participants leave with modular components they built during the course — input systems, UI frameworks, asset pipelines — that can be adapted to future projects without starting from scratch.
Platform Fluency
Experience with Unity, Unreal, and native SDKs means switching between tools becomes routine rather than intimidating. The patterns learned here apply across different engines and hardware.
Network Access
Cohorts stay connected through a shared workspace where alumni post opportunities, share resources, and collaborate on projects. This network has facilitated contract work and team formations.
When Things Break
Technical problems are expected. Instructors hold office hours twice weekly where participants can ask questions about build errors, performance issues, or design decisions. Response time on the discussion board averages under four hours during weekdays.
There is also a peer review system where participants examine each other's code and provide feedback. This catches common mistakes early and exposes everyone to different approaches to the same problem.
Available Programmes
Each workshop runs for twelve weeks with structured assignments and open project time. Enrolment is limited to maintain instructor availability.
Foundations Track
Covers core concepts in spatial computing, rendering pipelines, input systems, and basic optimisation. Suitable for developers with programming experience but no prior AR/VR work.
View DetailsAdvanced Integration
Focuses on multi-platform deployment, performance profiling, and integrating third-party services. Requires completion of the foundations track or equivalent experience.
View DetailsWho Teaches This
Instructors are working developers who maintain active projects outside of teaching. Their experience comes from commercial releases, open-source contributions, and ongoing client work.
Jasper Faulkner
Lead Instructor
Built spatial computing applications for museums and training simulations since 2017. Maintains an open-source toolkit for cross-platform input handling used in over two hundred projects.
Ronan Ashford
Technical Advisor
Specialises in performance optimisation and rendering techniques. Previously worked on VR titles for Meta and contributed to Unity's XR plugin architecture during its early development.