From watching to building

Eight courses. Real builds.

The entry-level rung moved: the work now goes to people who can build with AI, not just use it. These courses make you one of them. The episodes are the why. The courses are the how. Each one ships you something real — an app, an agent, a trained model, or a robot policy — with provided GPU access and a VR classroom. Enrolment is open now — start with a free intro session.

FLAGSHIP Beginner → Shipped · 11 modules · 3 months

Build & Ship Your First VR/MR App

Use AI coding agents (Claude Code) + Unity to build a real VR/MR app from scratch — hand tracking, passthrough MR, multiplayer — and submit it to Meta's Store. No coding experience required.

The body to the series' mind — where AI gets a world to live in.

Level
Beginner → Shipped
Modules
11
Length
3 months
Needs
Windows PC + Quest
Reserve your seat View curriculum  ▾

What you'll walk away with

A real VR/MR app running on your headset and submitted to Meta's App Lab — something you can hand an interviewer.

Who it's for

Complete beginners, career-changers, indie creators. Coders 10× their speed; non-coders let the AI write the C#.

What you need

A Windows PC + a Meta Quest 2/3/Pro + a USB-C cable. No prior Unity or VR experience.

Curriculum — 11 modules

  1. 01
    Setup — Unity, Quest & your dev environment

    Install Unity 6 + Meta XR SDK, configure for Quest, get a room running on your headset. (This module is the free YouTube teaser.)

  2. 02
    Your AI coding partner — building VR with Claude Code

    Describe it in English → the agent writes the C# → you test in VR → iterate. The 5-part VR prompt template. Unlocks non-coders.

  3. 03
    Hands & controllers — interacting with the world

    Hand tracking + controllers, grab/throw with physics, haptic feedback. Build grabbable meditation stones.

  4. 04
    VR UI — menus, buttons & panels that work

    World-space UI that doesn't make people sick, poke + laser interaction, a working breathing-guide timer.

  5. 05
    Environment & audio — making VR feel like a place

    Skyboxes, Quest-friendly lighting, particles, spatial audio, free asset sources. Turn a demo into an experience.

  6. 06
    Locomotion — moving without getting sick

    Teleport, smooth move, snap turn, comfort vignette — and letting the user choose their comfort mode.

  7. 07
    Saving data & session logic

    PlayerPrefs + JSON persistence, a Menu→Session→Summary state machine, "welcome back" memory across sessions.

  8. 08
    Multiplayer basics — sharing VR with others

    Photon Fusion free tier, networked head+hands avatars, spatial voice chat, a shared room.

  9. 09
    Mixed reality & passthrough — VR meets your real room

    Quest 3 passthrough, Scene API, spatial anchors — place virtual objects in your real room. The skill most senior VR devs lack.

  10. 10
    Performance & polish — making it Quest-ready

    Profiler, draw-call batching, ASTC textures, holding 72fps, icon/splash/loading, the Meta VRC checklist.

  11. 11
    Ship it — from build to the Meta Store

    Developer account, keystore signing, release APK, store listing, privacy policy, age rating, submit for review. The module nobody else teaches.

ENROLLING NOW Intermediate → Shipped · 12 modules · 3 months

Build a Fully Immersive VR Game

Design, build, and ship a complete VR game — mechanics, enemy AI, game feel, and a Meta Store launch. The deepest build we teach: where a VR scene becomes a game people lose hours in.

Where everything you've built becomes play.

Level
Intermediate → Shipped
Modules
12
Length
3 months
Needs
Windows PC + Quest
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What you'll walk away with

A complete, playable VR game on your headset — with enemies, progression, game feel, and a Meta Store submission. The portfolio piece that proves you can ship, not just prototype.

Who it's for

Anyone who's built a basic VR scene (or taken the VR/MR App course) and wants to build a real game — mechanics, enemies, juice. Coders go deep; non-coders let the AI write the C#.

What you need

A Windows PC + a Meta Quest 2/3/Pro + a USB-C cable. The VR/MR App course (or equivalent Unity + Quest basics) helps but isn't required — we recap setup in module 2.

Curriculum — 12 modules

  1. 01
    Game design for VR — what makes a game, not a demo

    The core loop, player fantasy, comfort-first design, and scoping a game you can actually finish. Why most VR projects die at "tech demo".

  2. 02
    Project architecture & your AI coding partner

    Unity 6 + Meta XR SDK, scene/manager structure, the game state machine, and driving game C# with Claude Code. The skeleton everything hangs on.

  3. 03
    Player & game locomotion that feels powerful

    Smooth move, teleport, dash, climb — the movement that makes a game feel good, not nauseating. Comfort options players can choose.

  4. 04
    Hands as gameplay — grab, wield, throw

    Two-handed weapons, physics interactions, throwing, holstering. The interaction layer that, in VR, IS the game.

  5. 05
    Your core mechanic & game systems

    Health, score, combos, inventory. Design one core mechanic and iterate it to "fun" — the loop you'll build the rest of the game around.

  6. 06
    Enemy AI & combat

    NavMesh agents, behavior state machines, wave spawning, melee + ranged enemies, hit detection and damage. Make the world fight back.

  7. 07
    Game feel & juice — making hits land

    Haptics, hit-stop, particle FX, space-punch feedback, screen effects. The polish layer that separates "works" from "feels amazing".

  8. 08
    Spatial audio & adaptive music

    3D positional sound, dynamic music layers that rise with tension, audio cues that drive immersion. Sound is half of game feel.

  9. 09
    Levels & environment

    Level design for VR, set dressing, lighting and occlusion, and building a full playable level — not a grey-box, a place.

  10. 10
    In-game UI & menus that don't break immersion

    Diegetic HUD, main menu, pause, score screen. UI that lives in the world instead of floating in your face.

  11. 11
    Save, progression & balancing

    Persistence, unlocks, difficulty curves, and playtesting to tune the game to fun. The unglamorous work that makes people keep playing.

  12. 12
    Optimize & ship to the Meta Store

    Holding 72 fps under combat load, draw-call and overdraw budgets, build, store listing, age rating, submit for review. Ship a real game.

ENROLLING NOW Beginner → Shipped · 12 modules · 3 months

Build & Ship a Game with Blender + Unity

Model your own assets in Blender, build the game in Unity, write the code with AI agents — and ship a complete flat-screen game for PC and mobile. No VR headset needed; just a PC.

From a blank Blender file to a published game.

Level
Beginner → Shipped
Modules
12
Length
3 months
Needs
Windows or Mac PC
Reserve your seat View curriculum  ▾

What you'll walk away with

A complete, playable flat-screen game — your own 3D assets modelled in Blender, gameplay built in Unity — published to itch.io and ready for Google Play. The full pipeline most tutorials skip: art AND code AND ship.

Who it's for

Complete beginners who want to make games but don't know where art comes from. Coders who can't model, artists who can't code — the AI writes the C#, Blender makes the art, you direct both.

What you need

A Windows or Mac PC. No VR headset, no paid software — Blender and Unity are both free. We install everything in module 2.

Curriculum — 12 modules

  1. 01
    Game design & scope for a flat-screen game

    Genre, core loop, and scoping a game you can actually finish. Top-down vs 3rd-person vs 2.5D — picking the right shape for your first ship.

  2. 02
    Your toolchain — Blender + Unity + AI coding agents

    Install Blender, Unity 6, and Claude Code. How the three fit: Blender makes the art, Unity runs the game, the agent writes the C#. Project setup.

  3. 03
    Blender fundamentals — model your first game asset

    Low-poly, game-ready topology and the modeling mindset for games. Build a prop and a simple character from scratch.

  4. 04
    UV unwrapping & texturing

    UVs, materials, baking, PBR textures. Making assets look good AND run fast — the trade-off every game artist lives in.

  5. 05
    Rigging & animation in Blender

    Armatures, skinning, and animating a character — idle, walk, run, action. The animation set a game actually needs.

  6. 06
    The Blender → Unity pipeline

    Exporting FBX/glTF, import settings, materials in URP, the round-trip workflow that doesn't break when you re-export.

  7. 07
    Player controller & camera

    Character movement, the new Input System, Cinemachine cameras (3rd-person / top-down). The feel of moving through your world.

  8. 08
    Core mechanic & game systems

    The central mechanic, plus health, score, inventory — designed and iterated to fun. The loop you build everything else around.

  9. 09
    Enemy AI & challenge

    NavMesh agents, behavior state machines, encounters — melee, ranged, or obstacle depending on your genre. Make the game push back.

  10. 10
    Game feel, FX & audio

    Particles, juice, screen feedback, sound design and music. The polish layer that makes a game feel alive instead of functional.

  11. 11
    Levels, UI & progression

    Level design, menus and HUD, save systems, difficulty tuning and playtesting. Turning a mechanic into a game with a beginning and end.

  12. 12
    Optimize & ship to PC + mobile

    Frame budget, draw calls, LODs, builds for PC and Android, and publishing to itch.io and Google Play. Ship a real game people can download.

ENROLLING NOW Beginner → Practitioner · 9 modules · 3 months

Build Agentic AI Systems

Build real, working AI agents that do useful work — tool use, memory, planning, multi-step autonomy — on today's APIs. From a single tool-calling agent to a multi-agent workflow for real tasks.

From Episode 6 — "Will": wanting, and acting on it.

Level
Beginner → Practitioner
Modules
9
Length
3 months
Needs
Laptop + API key
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What you'll walk away with

A deployed agent doing a real job on a schedule — and the patterns to build the next one.

Who it's for

Founders, operators, developers — anyone doing repetitive knowledge-work who wants to automate it. No ML PhD.

What you need

A laptop + an API key (Claude / OpenAI). Light Python helps, but the agent writes most of the code.

Curriculum — 9 modules

  1. 01
    What an agent actually is

    LLM + a loop + tools + memory. The anatomy of "will" made concrete — goal in, actions out, when it stops.

  2. 02
    Your first tool-calling agent

    Function/tool calling, the agent loop, parsing the model's tool requests, returning results, termination.

  3. 03
    Tools & integrations — giving it hands

    Connect web search, files, a database, a Google Sheet, email — turning an LLM into something that acts.

  4. 04
    Memory & context

    Short-term vs long-term memory, retrieval (RAG basics), managing the context window, what to remember and forget.

  5. 05
    Planning & multi-step reasoning

    Task decomposition, ReAct, reflection and self-correction — handling a job that takes 12 steps, not 1.

  6. 06
    Reliability & guardrails (the part tutorials skip)

    Structured/JSON output, validation, retries, human-in-the-loop checkpoints, and cost control so it doesn't burn money.

  7. 07
    Multi-agent systems

    Orchestrator + worker agents, handoffs, when multiple agents genuinely help — and when they just add chaos.

  8. 08
    Deploy your agent

    Run it on a server/schedule, a minimal UI, logging and monitoring so you can see what it did and why.

  9. 09
    Ship a real business agent

    Package the Ops Agent with its playbook, hand it to a non-technical user, and measure that it actually saves time.

ENROLLING NOW Beginner → Builder · 10 modules · 3 months

Machine Learning & Its Math

Understand and build the core of modern ML — the math you actually need, then neural nets, embeddings, diffusion, and training. Intuition first, code second, math demystified.

From Episodes 3, 4, 5 & 7 — imagination, meaning, intuition, getting better.

Level
Beginner → Builder
Modules
10
Length
3 months
Needs
Laptop + provided GPU
Reserve your seat View curriculum  ▾

What you'll walk away with

You can read, build, and train a small model end-to-end — and you finally get what's under the hood.

Who it's for

Developers and curious learners who want to understand ML, not just call an API — and were scared off by the math.

What you need

A laptop; we provide GPU access for the training modules. Comfortable with basic Python; high-school math, refreshed in-course.

Curriculum — 10 modules

  1. 01
    The map

    What ML is, the faculties-of-mind frame, supervised / unsupervised / RL in one picture. Where everything fits.

  2. 02
    The math you actually need

    Vectors, matrices, dot products, and gradients — visual and intuitive, the 20% that powers everything. No fear.

  3. 03
    Intuition = function approximation

    A neuron, a layer, a network, the forward pass — building "knowing without reasoning" (Ep 5) by hand.

  4. 04
    Getting better = gradient descent

    Loss, backpropagation, the training loop — coded from scratch so you see how a model learns from error (Ep 7).

  5. 05
    From scratch → PyTorch

    The same network, now in a real framework, on a real GPU. Tensors, autograd, the modern workflow.

  6. 06
    Meaning = embeddings & vector space

    Word and image embeddings, similarity, and vector search — how machines hold meaning as geometry (Ep 4).

  7. 07
    Imagination = generative models

    Autoencoders → the intuition behind diffusion → a tiny generator that dreams new images (Ep 3).

  8. 08
    Attention & transformers

    Why attention won, and a minimal transformer block built up piece by piece (ties back to Ep 1).

  9. 09
    Training in practice

    Data, overfitting, regularization, evaluation, and the real GPU training workflow — on provided hardware.

  10. 10
    A real ML project, end-to-end

    Pick one — classifier, embedding search, or generator — train it, evaluate it, and show the result.

ENROLLING NOW Intermediate · 8 modules · 3 months

Physical AI — Train a Robot in Simulation

The embodiment half. Train reinforcement-learning policies in NVIDIA Isaac Sim, on provided GPU, and watch them learn inside a VR headset. Where the Mind gets a Body and a World.

From Episode 2 — "The Learning Loop": RL in Isaac Sim.

Level
Intermediate
Modules
8
Length
3 months
Needs
Provided NVIDIA GPU
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What you'll walk away with

A control policy you trained yourself in simulation, plus the sim-to-real and teleoperation concepts behind real robots.

Who it's for

Developers and engineers ready to step from screen-AI into embodied AI / robotics.

What you need

The premium tier — provided NVIDIA GPU + Isaac Sim + live cohort. Some Python and ML basics help.

Curriculum — 8 modules

  1. 01
    Simulation & digital twins

    Why we train robots in sim first; what a physics simulator does; the digital-twin idea.

  2. 02
    Isaac Sim / Isaac Lab setup (provided)

    Get into the NVIDIA stack on provided GPU — the environment generic courses can't give you.

  3. 03
    RL basics for control

    Agents, environments, rewards, episodes — reinforcement learning aimed at movement, not games.

  4. 04
    Designing the reward

    The craft that makes or breaks a policy — shaping behavior through what you reward.

  5. 05
    Training your first policy

    Run PPO, read the curves, get a robot that learns to reach its goal.

  6. 06
    Sim-to-real concepts

    Domain randomization, the reality gap, and what it takes to move a policy toward the real world.

  7. 07
    Teleoperation & VR embodiment

    Step inside the simulator — drive and watch the policy from a Quest headset (the VR-as-body link).

  8. 08
    Deploy & view your trained policy

    Export the policy, render it, and watch your trained robot run in VR.

ENROLLING NOW Creator → Studio owner · 15 modules · 15 days

Build Your AI Video Factory

Turn a script into a finished, narrated, captioned video — in your own GPU-powered studio. 15 days, multiple styles, copyright-clean, at scale. Taught by someone who runs this factory every day to produce a real channel + course library.

The workshop behind the whole series — learn to build what produces the content.

Level
Creator → Studio owner
Modules
15
Length
15 days
Needs
Laptop + ~$1/hr GPU
Reserve your seat View curriculum  ▾

What you'll walk away with

A working AI video factory you own + your first 3 published videos — in any style, on demand: faceless explainers, motion-graphics, talking-points-over-b-roll, shorts, localized/bilingual, with copyright-clean music. The skill, not a subscription.

Who it's for

Content creators & faceless-channel builders, course creators, marketers & agencies, and B2B teams who want video production in-house instead of outsourced.

What you need

A laptop + a modest cloud-GPU budget (~$1/hr — we show the cheapest options) + a couple of API keys. No video-editing skill, no ML background — the AI writes most of the code; you direct.

Curriculum — 15 days, project-based

  1. 01
    The AI Video Factory

    The "script in → finished video out" model; the 5 layers (brain · voice · visuals · captions · compositor); the styles & business models.

  2. 02
    Your cloud GPU + the brain

    The cheapest GPU options (RunPod / Vast.ai / AWS); the LLM + image + voice API layer behind one proxy; hard cost control.

  3. 03
    Script → narration

    Writing scripts for text-to-speech; voice engines (edge-tts → F5-TTS → premium); per-scene audio for perfect sync.

  4. 04
    Visuals I — AI images

    Photoreal & stylized stills; prompt craft for b-roll; the content-safety gotchas; building a shot list from a script.

  5. 05
    Visuals II — image → motion

    Animating stills into living clips on your GPU; subtle vs strong motion; multi-shot scenes with no ugly "boomerang" loop.

  6. 06
    Captions that pop

    Word-synced kinetic captions (auto-timed); lower-third labels; fonts & styling; the non-overlap trick.

  7. 07
    ★ The compositor

    Layering background + overlays + captions + audio; scene-by-scene assembly; clean export. Milestone: your first complete faceless video.

  8. 08
    Music & sound, copyright-clean

    AI music for beds; ducking under the voice; why copyright-clean matters for monetization.

  9. 09
    Style 2 — motion-graphics / explainer

    Teaching diagrams, kinetic text, animated cards; when to use this vs b-roll.

  10. 10
    Style 3 — shaders + the talking-head reality

    Audio-reactive abstract backgrounds; the honest truth about AI talking-heads (free vs paid, when a presenter is worth it).

  11. 11
    Localization & reach

    Translate + re-voice into other languages with a one-swap workflow; bilingual channels; going global.

  12. 12
    Automation & the one-command factory

    Turning the steps into a single command / template; presets per style; batching many videos; reproducible runs.

  13. 13
    Your factory, your way

    Tailor it to your lane — faceless YouTube, course/edu, product/marketing, social shorts; channel setup & SEO basics.

  14. 14
    Productize — clients & B2B

    Packaging it as a service or in-house capability; pricing; intake → delivery; what to automate, what to charge, the support trap to avoid.

  15. 15
    ★★ Ship & scale

    Publishing workflow (YouTube API + scheduling); a content calendar; your 30-day plan. Capstone: publish your first 3 videos · Demo Day.

ENROLLING NOW Creator → Label of one · 15 modules · 15 days

Build Your AI Music Factory

Turn a prompt or your lyrics into finished, mastered, copyright-clean music — songs with vocals, beats, focus & meditation tracks — in your own GPU studio. And build your own AI singer: a voice you own, consistent across every song. 15 days, monetization-safe, at scale.

The sound of the whole project — learn to produce monetization-safe music at scale.

Level
Creator → Label of one
Modules
15
Length
15 days
Needs
Laptop + ~$1/hr GPU
Reserve your seat View curriculum  ▾

What you'll walk away with

A working AI music factory you own + your own AI singer + your first released tracks — across songs, beats, focus/meditation, in 50+ languages, all safe to monetize on YouTube / Spotify / ads.

Who it's for

Musicians & producers, faceless music-channel builders (lofi / study / sleep / meditation), creators & podcasters who need music, wellness & meditation creators, game / app / ad makers, and B2B sync & brand-music.

What you need

A laptop + a modest cloud-GPU budget (~$1/hr) + a basic mic (only for the singer days). No music theory, no production background — the AI writes the lyrics and the melodies; you direct.

Curriculum — 15 days, project-based

  1. 01
    The AI Music Factory

    Prompt/lyrics → finished mastered track; the model landscape; why copyright-clean = monetization-safe; the business models.

  2. 02
    Your GPU + the engine

    Cheap cloud GPU; install the copyright-clean engine (ACE-Step class); model basics; cost control.

  3. 03
    Prompting music: style & control

    Prompt craft for genre / mood / instruments / BPM; style presets; reference-style matching — legally.

  4. 04
    Songs with vocals & lyrics

    AI-written lyrics; lyric → full vocal song; 50+ languages (EN / Hindi); song structure (verse / chorus).

  5. 05
    Any length: extend & structure

    Seamless crossfade extension; intros / outros; loop-ready beds; 2 min → 1 hour.

  6. 06
    Focus / study / sleep + brainwave tones

    Isochronic & binaural tones (beta / alpha / theta) — the science and the honest claims; 432Hz tuning; the huge faceless-channel niche.

  7. 07
    ★ Meditation, raga & wellness

    432Hz Indian-classical, sitar / sarangi healing, ambient drones; pacing for relaxation. Milestone: a complete meditation track.

  8. 08
    Beats, lofi & instrumentals

    Lofi chill, hip-hop beats, instrumental beds for creators; stems.

  9. 09
    Build your AI singer I — record the voice

    The recording protocol (consent, vowels & sargam, sung Hindi + English, ~25–30 min); why sung phonemes beat spoken ones.

  10. 10
    ★ Build your AI singer II — train & sing

    Voice-conversion (RVC) training; converting AI vocals into your singer's voice. Milestone: a song in your own AI singer's voice.

  11. 11
    Precise melodies — singing synthesis

    SVS (DiffSinger): render a melody you compose (MIDI) vs dice-roll generation; when to use each.

  12. 12
    Mastering & polish

    Loudness (LUFS for streaming), EQ, stereo width, fades; final MP3 / WAV; the quality bar.

  13. 13
    Automate the factory

    One-command presets per style; batching; templates; a repeatable content pipeline.

  14. 14
    Publish & monetize, copyright-clean

    Distribution (DistroKid / YouTube / Spotify); proving your tracks are clean; sync / licensing for B2B; the support trap to avoid.

  15. 15
    ★★ Ship & scale

    A release calendar; building a catalog; your AI singer as a brand. Capstone: release your first 3 tracks + your AI singer · Demo Day.

Free to watch first. Built to understand.

All five episodes are free on YouTube. Subscribe to be first when each course opens — and get founding-cohort access when paid enrollment goes live.