Here’s the course topics, contents and instructors:
- Unit 1: Introduction – Chris Pruett from Oculus – Chris gives you an overview of the VR industry, best practices for a successful VR game and an overview of what you’ll be learning.
- Unit 2: VR game development and prototyping – Ruth Bram and Mari Kyle from Oculus – Planning sets you up for success, and in this unit, you’ll learn to create a game design document, a player profile report and a press kit.
- Unit 3: Using Unity to develop VR experiences – Joy Horvath from Unity – You’ll learn how to set up the Oculus and Virtual Reality Toolkit (VRTK integrations) in Unity as well as how to set up a basic VR scene.
- Unit 4: Locomotion and ergonomics – Eric Cosky from Oculus – Get best practices for making your VR experience comfortable and learn how to implement a teleportation system.
- Unit 5: Hand presence and interaction – Matt Franklin from Oculus – Learn how hand interactions work in VR, how to design interactions to manipulate objects and how to overcome challenges with item placement.
- Unit 6: Best UI practices for VR – Gabor Szauer from Oculus – Transition from 2D to VR, review well-established VR interaction paradigms (think laser pointers) and find out how to design a user friendly interface for VR.
- Unit 7: Sound in VR – Robert Heitkamp of Oculus –Implement spatial audio for VR with the Oculus Spatializer Plugin. Plus, dive into reverb and mixer settings and learn how to test your audio.
- Unit 8: Performance requirements – Matt Conte from Oculus – Be efficient with assets, implement lighting and configure your settings to get better performance from your VR game.
- Unit 9: Optimization – Cristiano Ferreira from Oculus – Get to the bottom of bottlenecks with Unity Profiler, Frame Debugger and Unity Profile Analyzer. You’ll also learn about the technical requirements to pass Oculus Virtual Reality Checks (VRCs).
- Unit 10: Testing – Lisa Brewster and Bruce Wooden from Oculus – Successfully run tests on your VR application. By the end of this unit, you’ll be ready to implement quality VR playtests to your development cycles.
- Unit 11: Submission and go-to-market strategy – Mari Kyle from Oculus – In this final unit, you’ll get a crash course on marketing to drive awareness of your VR experience and pricing strategy. We’ll also talk about best practices for submitting to the Oculus Store.
