Getting Ready for AR and VR Development

Building immersive experiences takes more than enthusiasm. You'll need the right hardware, a curious mind, and honest expectations about what's ahead. This isn't a shortcut to game development fame — it's a proper introduction to two technologies that are still finding their footing in the industry.

What You're Actually Getting Into

Our program starts in July 2026, giving you plenty of time to prepare. But let's be clear about something: this field moves fast and changes constantly. What works today might be outdated by next month.

You'll spend hours troubleshooting headset tracking issues. You'll rebuild the same scene seventeen times because the lighting just won't behave. And you'll discover that making someone feel like they're actually standing on a cliff edge is harder than any tutorial makes it look.

That said — when you finally nail that interaction, when a user actually gasps at something you built, it's pretty incredible. Just don't expect it to happen overnight.

Developer workspace showing VR headset and development tools

The Technical Stuff You'll Need

You can't learn VR development without a decent computer and some way to test your work. Here's what actually matters, without the marketing fluff.

Your Computer

Windows PC with a GPU that won't cry when you launch Unity. Something like an RTX 3060 or better. 16GB RAM minimum, 32GB if you don't want to wait around. MacBooks work for some stuff, but you'll hit walls with certain VR platforms.

VR Headset

Meta Quest 3 is the practical choice right now. Standalone and PC tethering both work. If you've got money to spare, a Valve Index gives you better tracking. But honestly, start with what you can afford — you can always upgrade later.

Development Tools

Unity or Unreal Engine (both free to start). Version control through Git. A text editor you don't hate. We'll cover the specifics during orientation, but get comfortable with Unity's interface before July.

Space Requirements

You need room to move without punching your monitor. Clear about 2x2 meters if possible. Testing room-scale VR in a cramped apartment is miserable, trust me on this one.

Audio Setup

Decent headphones matter more than you'd think. Spatial audio is half the immersion in VR. You don't need studio equipment, just something better than laptop speakers.

Internet Connection

Stable connection for downloading assets, engine updates, and joining our online sessions. You'll be pulling down gigabytes of files regularly. Mobile hotspot won't cut it.

Student working on VR project at workstation

The Learning Curve Nobody Warns You About

We've had students from architecture backgrounds pick up VR environment design in weeks. We've also had programmers with years of experience struggle with spatial thinking for months. There's no reliable predictor of who'll excel.

What separates people who finish from those who don't? Honestly, it's usually patience. And the ability to Google error messages without getting discouraged by Stack Overflow replies from 2019.

  • You'll need basic comfort with 3D concepts — if terms like vertices and transforms make you panic, spend time with Blender basics first
  • Programming fundamentals help enormously, but we start from C# basics anyway
  • Motion sickness is real and some people never fully adapt to VR development
  • Working in VR for hours is physically tiring in ways desk work isn't
  • Debugging in VR means putting the headset on and off about 400 times per session

What Our Instructors Actually Think

Portrait of instructor Flemming Vestergaard

Flemming Vestergaard

Unity VR Specialist

I tell every new group the same thing — if you're here because you think VR is the next big gold rush, you're about five years too late and three years too early. Come because you're genuinely curious about building spatial experiences, not because you heard Meta is hiring.

Portrait of technical lead Casimir Novotný

Casimir Novotný

Technical Lead

The students who do best aren't necessarily the most talented coders. They're the ones who can take criticism when their first project looks like a PS1 game threw up. And who actually test their work in the headset instead of just staring at the Unity viewport.

Portrait of interaction designer Ruadh MacLeod

Ruadh MacLeod

Interaction Designer

Everyone wants to build the Matrix. What they end up building first is a wonky room with a button that sometimes works. That's normal. The question is whether you find that process interesting or just frustrating. If it's the latter, this might not be your thing.