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.
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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.
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
- 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.)
- 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.
- 03
Hands & controllers — interacting with the world
Hand tracking + controllers, grab/throw with physics, haptic feedback. Build grabbable meditation stones.
- 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.
- 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.
- 06
Locomotion — moving without getting sick
Teleport, smooth move, snap turn, comfort vignette — and letting the user choose their comfort mode.
- 07
Saving data & session logic
PlayerPrefs + JSON persistence, a Menu→Session→Summary state machine, "welcome back" memory across sessions.
- 08
Multiplayer basics — sharing VR with others
Photon Fusion free tier, networked head+hands avatars, spatial voice chat, a shared room.
- 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
Performance & polish — making it Quest-ready
Profiler, draw-call batching, ASTC textures, holding 72fps, icon/splash/loading, the Meta VRC checklist.
- 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.
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.
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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.
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
- 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".
- 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.
- 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.
- 04
Hands as gameplay — grab, wield, throw
Two-handed weapons, physics interactions, throwing, holstering. The interaction layer that, in VR, IS the game.
- 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.
- 06
Enemy AI & combat
NavMesh agents, behavior state machines, wave spawning, melee + ranged enemies, hit detection and damage. Make the world fight back.
- 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".
- 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.
- 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
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
Save, progression & balancing
Persistence, unlocks, difficulty curves, and playtesting to tune the game to fun. The unglamorous work that makes people keep playing.
- 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.
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.
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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.
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
- 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.
- 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.
- 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.
- 04
UV unwrapping & texturing
UVs, materials, baking, PBR textures. Making assets look good AND run fast — the trade-off every game artist lives in.
- 05
Rigging & animation in Blender
Armatures, skinning, and animating a character — idle, walk, run, action. The animation set a game actually needs.
- 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.
- 07
Player controller & camera
Character movement, the new Input System, Cinemachine cameras (3rd-person / top-down). The feel of moving through your world.
- 08
Core mechanic & game systems
The central mechanic, plus health, score, inventory — designed and iterated to fun. The loop you build everything else around.
- 09
Enemy AI & challenge
NavMesh agents, behavior state machines, encounters — melee, ranged, or obstacle depending on your genre. Make the game push back.
- 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
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
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.
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.
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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.
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
- 01
What an agent actually is
LLM + a loop + tools + memory. The anatomy of "will" made concrete — goal in, actions out, when it stops.
- 02
Your first tool-calling agent
Function/tool calling, the agent loop, parsing the model's tool requests, returning results, termination.
- 03
Tools & integrations — giving it hands
Connect web search, files, a database, a Google Sheet, email — turning an LLM into something that acts.
- 04
Memory & context
Short-term vs long-term memory, retrieval (RAG basics), managing the context window, what to remember and forget.
- 05
Planning & multi-step reasoning
Task decomposition, ReAct, reflection and self-correction — handling a job that takes 12 steps, not 1.
- 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.
- 07
Multi-agent systems
Orchestrator + worker agents, handoffs, when multiple agents genuinely help — and when they just add chaos.
- 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.
- 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.
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.
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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.
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
- 01
The map
What ML is, the faculties-of-mind frame, supervised / unsupervised / RL in one picture. Where everything fits.
- 02
The math you actually need
Vectors, matrices, dot products, and gradients — visual and intuitive, the 20% that powers everything. No fear.
- 03
Intuition = function approximation
A neuron, a layer, a network, the forward pass — building "knowing without reasoning" (Ep 5) by hand.
- 04
Getting better = gradient descent
Loss, backpropagation, the training loop — coded from scratch so you see how a model learns from error (Ep 7).
- 05
From scratch → PyTorch
The same network, now in a real framework, on a real GPU. Tensors, autograd, the modern workflow.
- 06
Meaning = embeddings & vector space
Word and image embeddings, similarity, and vector search — how machines hold meaning as geometry (Ep 4).
- 07
Imagination = generative models
Autoencoders → the intuition behind diffusion → a tiny generator that dreams new images (Ep 3).
- 08
Attention & transformers
Why attention won, and a minimal transformer block built up piece by piece (ties back to Ep 1).
- 09
Training in practice
Data, overfitting, regularization, evaluation, and the real GPU training workflow — on provided hardware.
- 10
A real ML project, end-to-end
Pick one — classifier, embedding search, or generator — train it, evaluate it, and show the result.
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.
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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.
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
- 01
Simulation & digital twins
Why we train robots in sim first; what a physics simulator does; the digital-twin idea.
- 02
Isaac Sim / Isaac Lab setup (provided)
Get into the NVIDIA stack on provided GPU — the environment generic courses can't give you.
- 03
RL basics for control
Agents, environments, rewards, episodes — reinforcement learning aimed at movement, not games.
- 04
Designing the reward
The craft that makes or breaks a policy — shaping behavior through what you reward.
- 05
Training your first policy
Run PPO, read the curves, get a robot that learns to reach its goal.
- 06
Sim-to-real concepts
Domain randomization, the reality gap, and what it takes to move a policy toward the real world.
- 07
Teleoperation & VR embodiment
Step inside the simulator — drive and watch the policy from a Quest headset (the VR-as-body link).
- 08
Deploy & view your trained policy
Export the policy, render it, and watch your trained robot run in VR.
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.
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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.
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
- 01
The AI Video Factory
The "script in → finished video out" model; the 5 layers (brain · voice · visuals · captions · compositor); the styles & business models.
- 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.
- 03
Script → narration
Writing scripts for text-to-speech; voice engines (edge-tts → F5-TTS → premium); per-scene audio for perfect sync.
- 04
Visuals I — AI images
Photoreal & stylized stills; prompt craft for b-roll; the content-safety gotchas; building a shot list from a script.
- 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.
- 06
Captions that pop
Word-synced kinetic captions (auto-timed); lower-third labels; fonts & styling; the non-overlap trick.
- 07
★ The compositor
Layering background + overlays + captions + audio; scene-by-scene assembly; clean export. Milestone: your first complete faceless video.
- 08
Music & sound, copyright-clean
AI music for beds; ducking under the voice; why copyright-clean matters for monetization.
- 09
Style 2 — motion-graphics / explainer
Teaching diagrams, kinetic text, animated cards; when to use this vs b-roll.
- 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
Localization & reach
Translate + re-voice into other languages with a one-swap workflow; bilingual channels; going global.
- 12
Automation & the one-command factory
Turning the steps into a single command / template; presets per style; batching many videos; reproducible runs.
- 13
Your factory, your way
Tailor it to your lane — faceless YouTube, course/edu, product/marketing, social shorts; channel setup & SEO basics.
- 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
★★ Ship & scale
Publishing workflow (YouTube API + scheduling); a content calendar; your 30-day plan. Capstone: publish your first 3 videos · Demo Day.
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.
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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.
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
- 01
The AI Music Factory
Prompt/lyrics → finished mastered track; the model landscape; why copyright-clean = monetization-safe; the business models.
- 02
Your GPU + the engine
Cheap cloud GPU; install the copyright-clean engine (ACE-Step class); model basics; cost control.
- 03
Prompting music: style & control
Prompt craft for genre / mood / instruments / BPM; style presets; reference-style matching — legally.
- 04
Songs with vocals & lyrics
AI-written lyrics; lyric → full vocal song; 50+ languages (EN / Hindi); song structure (verse / chorus).
- 05
Any length: extend & structure
Seamless crossfade extension; intros / outros; loop-ready beds; 2 min → 1 hour.
- 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.
- 07
★ Meditation, raga & wellness
432Hz Indian-classical, sitar / sarangi healing, ambient drones; pacing for relaxation. Milestone: a complete meditation track.
- 08
Beats, lofi & instrumentals
Lofi chill, hip-hop beats, instrumental beds for creators; stems.
- 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
★ 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
Precise melodies — singing synthesis
SVS (DiffSinger): render a melody you compose (MIDI) vs dice-roll generation; when to use each.
- 12
Mastering & polish
Loudness (LUFS for streaming), EQ, stereo width, fades; final MP3 / WAV; the quality bar.
- 13
Automate the factory
One-command presets per style; batching; templates; a repeatable content pipeline.
- 14
Publish & monetize, copyright-clean
Distribution (DistroKid / YouTube / Spotify); proving your tracks are clean; sync / licensing for B2B; the support trap to avoid.
- 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.