NEXT COHORT: JANUARY 6, 2021

Introduction to VR Prototyping in Unreal

Beginner | $1,485 USD | 6 weeks

From sword fighting, spellcasting, tea time, and bank robbing to speaking, intelligent, virtual characters, to virtual drone racing, this prototyping course will help you leap over many of the technical barriers in VR development and get straight to prototyping best in class VR interactions on day 1. We will provide you with a working VR project template based on VR Expansion in Unreal, and guide you through using the template to begin prototyping and demonstrating your own ideas and dreams in VR.

Course Overview

Live Online Tutorials

3Hours of
Lessons/week

Courses are taught in live 90 minute sessions twice a week. By the end of the course, we will walk you through the fundamentals of taking your VR application from idea to prototype in one day while leaping through the technical barriers of development using Unreal.

Office Hours

2Sessions
/week

Office hours are held live twice a week for 90 minutes and are intended to give students support as they progress throughout the course.

Students are encouraged to bring questions which will be answered in real time. Troubleshooting, code logic questions, insights into design and more.

PREREQUISITES
  • Unreal Editor Level: None
  • Comfort Level with VR: Foundational
HARDWARE REQUIREMENTS:
  • Computer capable of running Unreal
  • 6DOF PC VR Headset like Rift, Quest, Vive, Index or WMR.

    1 Avatar Hands

    Learning Outcomes:

    - Choosing the right gripping types

    - Picking up physics objects

    - Tomato Presence, Hand Animations from controller inputs, and tuning hand grounding

    Learning Outcomes:

    - Set up spatialized sound in a project, and tune sound emitters for the desired effect

    - Connect basic animations to a character model and trigger them

    - Puppeteer a remote avatar based on hand input

    - Basic AI pathing

    Learning Outcomes:

    - Understand what causes some users to get sick in VR, and why that happens

    - Monitor and maintain framerate

    - Use many different movement/locomotion methods to find the best option for their project

    - Understand the repercussions of texel density and other art direction choices relating to sim sickness

    Learning Outcomes:

    - Create a remote controlled flying drone from blueprints

    - Pass VR controller input to a held object in order to control the drone

    - Tune blueprint variables to create a variety of drone behaviours and flight styles

    Course Schedule

    January 6 - February 12
    1:00 - 2:30pm Pacific Time Wednesdays and Fridays
    1:00-2:30pm Pacific Time Wednesdays and Fridays

    YOUR INSTRUCTORS

    Jason Campbell

    Jason has worked in the VR/AR industry since 2012 and worked with big data since 2016. He has built and managed over 25 applications and delivered projects for VR, AR, iOS, Android, custom hardware, web, and film. He has an undergraduate degree in Psychology and a Master’s degree in Digital Media.

    Jason Campbell

    Jason has worked in the VR/AR industry since 2012 and worked with big data since 2016. He has built and managed over 25 applications and delivered projects for VR, AR, iOS, Android, custom hardware, web, and film. He has an undergraduate degree in Psychology and a Master’s degree in Digital Media.

    Jerry Medeiros

    Jerry Medeiros is a game development and AI expert with more than 10 years of experience using his skills to create games and XR training and simulations. As a Unity Certified Instructor, he is passionate about teaching the latest emerging technologies. He has an undergraduate degree in Game Development, a graduate in Interaction Design and a Master’s degree in Computer Science.

    Jerry Medeiros

    Jerry Medeiros is a game development and AI expert with more than 10 years of experience using his skills to create games and XR training and simulations. As a Unity Certified Instructor, he is passionate about teaching the latest emerging technologies. He has an undergraduate degree in Game Development, a graduate in Interaction Design and a Master’s degree in Computer Science.

    Eric Carter

    Eric Carter is an XR designer who helped Microsoft ship hand tracking on the HoloLens 2. After that he worked on Facebook Horizon with the team that made Oculus Quest First Steps. With more than a decade of prior experience working in game design, Eric brings a creative and user-centric focus to the projects he develops

    Eric Carter

    Eric Carter is an XR designer who helped Microsoft ship hand tracking on the HoloLens 2. After that he worked on Facebook Horizon with the team that made Oculus Quest First Steps. With more than a decade of prior experience working in game design, Eric brings a creative and user-centric focus to the projects he develops

    Cash Garman

    Cash Garman has over 14 years of experience in the games and web industry as a programmer. He has taught game and web programming/design at the University of Lincoln and the University of Sussex in the UK over a span of 4 years. He has specializations in VR/AR, procedural generation, artificial intelligence, data visualization, and data-driven systems.

    Cash Garman

    Cash Garman has over 14 years of experience in the games and web industry as a programmer. He has taught game and web programming/design at the University of Lincoln and the University of Sussex in the UK over a span of 4 years. He has specializations in VR/AR, procedural generation, artificial intelligence, data visualization, and data-driven systems.

    Our Instructors are Unity Certified

    Where our students work

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