Program structure
What you work through, week by week
AR Foundations & Scene Setup
Start with how AR tracking actually works — plane detection, world anchors, and coordinate systems. You set up your first scene in both ARKit and ARCore before week one ends.
3D Assets & Rendering
Bring in USDZ and glTF models, apply PBR materials, and handle asset loading without stalling the main thread. Performance profiling starts here.
Weeks 3–4Gestures & Interaction
Handle tap, pinch, and rotation gestures on AR objects. Build a small interactive product viewer as a practical exercise during week five.
Week 5Cross-Platform & Shipping
React Native & Unity AR Foundation
Compare native vs. cross-platform approaches with real build times and capability trade-offs. Choose the right tool for the project scope you have.
App Store & Play Store submission
Handle AR-specific permissions, device requirements, and privacy descriptions. Walk through a complete submission checklist for both platforms.
Instructors & Pricing
Who teaches this and what it costs
Both instructors have shipped AR features in production apps — one on the native iOS side, one focused on cross-platform architecture. The program has been running since 2024 with cohorts capped at 18 participants.
Darko Veselić
AR Development LeadDarko spent four years building ARKit features for a furniture retail app used across Central Europe. He focuses on spatial tracking reliability and performance on mid-range hardware.
Olena Kravets
Mobile UX ArchitectOlena designs interaction patterns for AR interfaces and has contributed to Unity AR Foundation documentation. She leads the cross-platform and gesture modules.
From a recent participant
The ARKit session setup module alone saved me weeks of reading scattered documentation. By week three I had a working prototype running on my own device — something I hadn't managed in months of solo study.