Unreal Engine

VR Master Class

Live classes 2x per week in-VR. Learn together from anywhere.

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MASTER VR DEVELOPMENT

This remote in-VR course is for existing expert-level VR / game developers looking to master Unreal Engine 4, refine their VR workflow and build a powerful network.

MASTER VR DEVELOPMENT

This remote in-VR course is for existing expert-level VR / game developers looking to master Unreal Engine 4, refine their VR workflow and build a powerful network.

Meet Your New Instructor

Alex Silkin

Alex is currently the CTO & Co-Founder of Survios. Alex has a master’s in computer science from USC’s distinguished Viterbi School of Engineering, was recognized as Forbes 30 under 30 in 2018 and has received numerous awards for his VR work. After spending his career learning while deeply immersed in the VR industry, he is passionate about finally sharing the secrets he’s discovered to help others succeed.

Curriculum & Course Structure

Learning objective: Prepare for a career in UE4 VR development

Admission is highly competitive and designed for expert level developers.

Prerequisites

Prior game engine development (VR experience is a bonus), scripting experience (C++ preferred), 3D Linear Algebra, Version Control Systems, and Visual Studio. Must be fluent in English.

Requirements

VR Ready PC, an Oculus Rift or Rift S and a stable high-speed internet connection. Don’t have hardware? Get access through our partner network of 850 Universities

Location

Remote, in-VR. Students can be based anywhere globally.

Get the Syllabus

Unit 0: Pre Work

Make sure you are adequately prepared to start the class. This includes:

  • Setting up a PC and HMD with at least min spec VR requirements (eg GTX 970, i5-4590 etc)
  • Downloading and installing prerequisite software (Visual Studio, P4V, Visual Assist, etc)
  • Refreshing yourself on the prerequisite knowledge

Unit 1: Intro to Unreal Engine

Introducing you to the fundamentals that will allow you to immediately start experimenting with Unreal Engine:

  • Folder/file organization and name standards
  • Editor interface
  • Gameplay Framework
  • Blueprint basics and common API/building blocks

Unit 2: Beginner Scripting / Blueprints

Covering the following topics in blueprints to enable you to start implementing dynamic behaviors in your projects:

  • Branching
  • Structures
  • Delays
  • Timers
  • Timelines

Additionally we will introduce development workflows, such as debugging and organization for complex blueprint graphs.

Unit 3: Intermediate Scripting / Blueprints

Focused on patterns for more complex communication between different blueprint objects such as:

  • Casting
  • Interfaces
  • Function Libraries
  • Macros
  • Events

Unit 4: Advanced Scripting / Blueprints

Covering advanced scripting topics:

  • Skeletal Mesh Animation (eg Animation Blueprints and Montages)
  • Saving and Loading of game state

Additionally, we will touch on best practices as it pertains mixing C++ and Blueprint code

Unit 5: Level Design

Covering tools and workflows to help you efficiently prototype ideas and create virtual worlds:

  • Lighting
  • BSP
  • Decals
  • Sequencer
  • Level Management

Unit 6: Introduction to VR

Covering the following fundamentals to kickstart your first VR project:

  • Oculus VR best practices
  • Epic VR best practices
  • VR development workflows
  • Tracking origin
  • Motion controller tracking
  • Button mapping

Unit 7: VR Interactions

Design and implementation of several standard methods of VR user interaction:

  • Gaze based
  • Tracing and overlapping based on hand location
  • Using hand movement

Unit 8: VR Locomotion

Introducing you to the challenges associated with real life and artificial player movement in VR, followed by the design and implementation of several standard methods of VR locomotion:

  • Teleportation – blink + fast interpolated movement
  • Joystick
  • Hand movement based (eg Sprint Vector’s Fluid Locomotion)
  • Snap Turning

Unit 9: VR User Interface

Introducing you to the Unreal Motion Graphics (UMG) and Slate UI frameworks. We will cover common UMG/Slate elements and recommended workflows. Finally, you will learn how to allow users to interact with their UI in VR.

Unit 10: VR Avatar

Challenges and solutions related to avatar embodiment, allowing you to create player avatars in your projects.

Unit 11: Feel and Feedback

Techniques to improve the feel and feedback of your VR experiences through the use of:

  • Sound
  • On screen and in world effects
  • Haptics
  • HUD

Unit 12: Performance

Tools and workflows for analyzing performance of your projects. It will also cover standard optimization techniques.

Unit 13: Final Project Polish

Work with your instructor and fellow students to refine the final elements of your project in preparation for demo day and integrate LIV to enable industry standard mixed reality capture.

Unit 14: Demo Day, Graduation & Party in VR

Showcase your projects to the rest of the class, mentors and partners, receive your completion certificate and break out your virtual dance moves at the closing party in VR.

Virtual Field Trips, Workshops & Beyond

Throughout the course we will offer virtual field trips (VFTs) and workshops to help you learn tangential skills and build your network. To kick this off, we are excited to be partnered with MasterpieceVR to offer an in-VR 3D modeling and rigging VFT live with an expert designer. We will be taking suggestions from students and announcing more VFTs and workshops throughout the course. After the course completes, students will have the opportunity to continue working on VR while traveling with the XR Nomads program.

OUR COMMITMENT TO DIVERSITY & INCLUSION

At Axon Park, we are committed to building a more inclusive, equal and accessible future. Virtual classrooms enable people from anywhere in the world to learn together, and through the use of neutral avatars we can significantly reduce student and teacher bias – equalizing access to opportunity.

To further this mission we have partnered with VR First, a global leader in XR education, to connect students from over 850 universities around the world and launch a scholarship program for students who would otherwise be unable to afford the hardware and tuition. Students can apply for the scholarship program through the standard application.

Build an Unreal VR Portfolio Project from Scratch

Learn from the VR Industry’s Leading Creators

Be an XR Pioneer as Part of the First Remote in-VR Class

Connect with Top Companies Hiring XR Talent

In-Demand Skills

Pro VR Creators Love Unreal Engine 4

Demand for real-time 3D skills is growing 601% faster than the overall market and Unreal Engine has the highest salary premiums ($14,354 per year above average)*

Open Source Code

Get more control of your applications.

Looks Stunning

Gorgeous visual quality out of the box.

Visual Scripting

Blueprints let you program without writing code.

In High Demand

Unreal Engine developers earn top salaries.

Support to advance your career.

VR Creator Certification

Upon successful graduation you will receive a VR certification.

Distribution Support

We’ve partnered with SpringboardVR to help you distribute to LBE.

Hiring Partners

We’ll help you connect with top companies looking for Unreal talent.

Grow your network

Connect with the industry’s leaders during virtual mentor sessions.

VR Master Class


Application Window Closed

Scholarships & Financing Options Available

Early Action Deadline: July 19
Application Deadline: August 17

Frequently Asked Questions

Is this class really taught in VR?

Yes, this course is pioneering a new generation of education. We will meet 2x weekly in social VR classrooms. It’s like the feeling of learning together in person, from anywhere.

What am I going to get out of this course?

As a graduate of the Unreal Engine VR masterclass you will have a solid understanding of best practices and workflow using the UE4 editor for VR, an epic portfolio piece, and an expanded professional network of some of the industry’s top professionals.

What type of hardware do I need?

The course requires a VR ready PC and either an Oculus Rift or Rift S. The skills you learn will transfer to platforms like Vive, Windows MR, and others, but to maintain consistency during group projects we request that everyone use the same hardware.

Are there prerequisities and who qualifies?

Yes, we require knowledge of the following to ensure that all students will be able to keep up with the course materials. Experience can be through a past academic course and/or professional experience.

  • C++
    • Data Structures, Object oriented programming, Inheritance + Composition, STL, Pointers and memory management, Threading
  • Version Control System/ Source code repository
    • Ideally something like Git/P4
  • Visual Studio
  • 3D Game Development
    • Game Engines
      • Unity3D is preferred
    • 3D linear algebra
      • Dot products, Matrix transformations
    • General gameplay logic
      • Player input, Movement, Physics, UI, Sound/FX
    • + Bonus desired experience
      • Networking , Graphics, AI
    • Game design
      • Has played games in the last few years

Can I pay tuition in multiple installments?

Yes, we offer payment plans that can be spread over the duration of the course in 2 to 4 separate payments.

Is the course available in my country?

The short answer is yes, but timezones can be a bit tricky. We are excited to have people of all backgrounds and cultures involved in the course.

Does this course also cover AR?

This course is mainly focused on teaching professional VR development. That being said, many of the core skills will transfer to building AR experiences.

Does this course guarantee me a job in the VR industry?

As much as we’d like to, we can’t guarantee that you will get a job after graduating. What we can guarantee is that you will be exposed to world-class skills from one of the VR industry’s most successful CTOs and meet amazing mentors in the process.

What type of VR experiences will I learn to build?

We are going to teach you the core mechanics of what it takes to build a comfortable, professional and polished VR experience. The course will mostly focus on games to demonstrate the core required concepts, but with that said, the rest is up to your own creativity. Upon successful completion of the course, you will have the knowledge to build an experience for any industry.

What is the financial ROI for this course?

According to fresh 2019 research from Burning Glass Technologies, Unreal Engine developers make an average of $14,354 per year more than any other real-time 3D skill set. With a course price of $2,495, that’s a potential 5.7x return on investment from just one year’s salary.

How is this program different?

You’ll be learning live in VR from the industry’s top creators. You’ll be collaborating with other professional devs. It’s the first class of its kind and you’ll help to pioneer the next-generation of education with us.

Can my employer pay for this course?

Yes of course. We love it when companies show their commitment to team members by investing in knowledge.

Is learning in-VR really better than in-person?

We think so. By using a virtual classroom, students can learn together from anywhere in the world. We can also invite the industry’s top professionals to join for mentoring sessions much easier than asking them to fly across the country, or world. You can also spawn huge floating 3D models, videos, and images in VR… which is way cooler than real life 🙂

Will I have access to live instructors?

Yes, this course is taught live by Alex Silkin, and you will get direct time working with him on your projects.

What is the refund policy?

Students will be entitled to full a refund, less a $150 registration fee, if written notice is provided anytime before or through the first class. Refunds will not be provided after the second class begins.

I want to live in VR, is that safe?

We can’t say for sure, but we think it might happen one day. This guy spent a week in VR and turned out fine, so I guess the jury is out on that one…

Further questions?

Send us a message – [email protected]