In this program, you’ll make the leap from VR generalist to in-demand specialist as a High-Immersion Developer. You’ll gain valuable experience building projects designed by industry experts at Google, Unity, and HTC, as you learn to develop for the Vive and Rift, use SteamVR and the Oculus SDK, and explore cross-platform development.
Christian co-founded the VR Team at Google, started the VR Nanodegree program at Udacity, and developed this VR curriculum together with our partners and the team.
Matt is a serial entrepreneur, artist, engineer, and founder of SFVR. His specialties are: virtual reality, computer graphics, interaction design, and high-performance programming.
Austin is a virtual reality user experience designer. His background is in interactive sculptural new media, and he has a Masters degree in Human-Computer Interaction from Carnegie Mellon University.
Sky, also Head of Education at Upload VR, uses a combination of entrepreneurship, design, authorship, and engineering to create beneficial systems and media which will build cooperation towards an ever-improving future.
Working knowledge of Unity and beginning to intermediate experience with object-oriented programming.
Learn VR design fundamentals such as ergonomics, user testing, and interface design, and build a solid foundation to approach any VR design task.
Learn the fundamentals of developing for the Vive and Rift, and their 6 degrees of freedom hand controllers. First, you will learn about the benefits and constraints of these headsets, and explore design concepts with these strengths and weaknesses in mind. Then you will learn how to use SteamVR to give your user locomotion, hand physics, and menu systems, and how to accomplish this functionality with the Oculus SDK. Finally, you will learn about cross-platform development.
Learn how to maximize your performance for desktop VR apps, and gain an overview of possible distribution channels. First, you will learn how to use Unity’s performance tools to identify what your app’s processing bottlenecks are. This will include an overview of the most common bottlenecks and an in-depth look at how to avoid them. Then you will explore Unity’s lighting system and learn tricks for achieving beautiful lighting at a minimized performance cost. Finally, you will learn how to get your apps on Steam, Viveport, and the Oculus Store.
Create a VR project of your choosing, using any hardware, then complete a series of VR challenges, winning points as you advance towards your goal.
—The partnership with Udacity is central to our efforts to disseminate critical information on Samsung technologies to the developer community. Within this framework, the Udacity VR Developer Nanodegree program is an excellent vehicle to engage developers and strengthen the Gear VR ecosystem.
MIHAI POHUNTU, VP, EMERGING PLATFORMS, SAMSUNG ELECTRONICS AMERICA