Future Nexus Centurion University

XR Development

The XR focus area advances immersive learning, simulation, visualisation, and spatial interfaces through applied research, industry projects, and specialist development on Unity 6, Unreal Engine 5, and the OpenXR device ecosystem.

22 Total Credits
6 Courses
2 Semesters
7 Capstone Tracks
6+ XR Devices
Credit Distribution — 22 Credits Total
10913 cr
10923 cr
10934 cr
10944 cr
10954 cr
10964 cr
Semester 1 — Foundations
Semester 2 — Advanced
Capstone Project
Unity 6
C# XRI Quest OpenXR
U
Unreal Engine 5
Blueprints Lumen Nanite PC VR
OpenXR / WebXR
ARCore ARKit Vuforia Three.js
Devices Meta Quest 2 Meta Quest 3 HTC Vive Pro HTC Vive Pro 2 HoloLens 2 Mobile AR (Android & iOS) WebXR Browser
Teaching Philosophy
Comfort & Safety First · No prior 3D experience required
Spatial Analogy First

Every concept starts with a physical-world analogy before any SDK detail — e.g. 'tracking is like your brain knowing where your hand is without looking'.

Real Hardware First

Every student has a headset in hand by Week 2. No simulator-only courses — if it's in the curriculum, it runs on real hardware.

Demonstrate Then Do

Every lab opens with a live instructor walkthrough. Students replicate a working example before modifying — no blank-page paralysis.

Min & Stretch Goals

Every lab specifies a minimum deliverable AND a stretch challenge — advanced students push further while no one is left behind.

Peer Build Sessions

Used in the first 6 labs of Course 3. Two students, one headset — turns hardware constraints into a collaborative learning advantage.

Explain Your Scene

Every submission includes a 2-minute screen-recorded walkthrough. Students narrate their design decisions aloud — builds presentation skills alongside technical ones.

Comfort & Safety First

Lab 1 Week 1 covers cybersickness, IPD adjustment, session time limits, and emergency-exit procedures before any device is worn.

Flat-Screen Pathway Always Available

Every XR task has a desktop fallback. Headset access is never a blocker — students complete deliverables on-screen and layer in XR when hardware is available.

Cross-Engine Symmetry

From Course 2, every scene-building concept is demonstrated in both Unity and Unreal. Graduates are genuinely multi-engine, not platform-locked.

Semester 1
3 Courses · 10 Credits · Weeks 1–16
Phase 1 — Conceptual Foundations
CUXR1091

Foundations of XR & Spatial Computing

1-2-0 · 3 cr
Concepts + Human Factors · Sem 1, Wk 1
  • AR → MR → VR spectrum — definitions, display types, tracking modalities
  • Spatial computing principles — 6DoF, inside-out vs. outside-in tracking
  • Hardware survey — standalone headsets, tethered PC VR, smartglasses, mobile AR
  • SDK landscape — OpenXR standard, OVR, SteamVR, MRTK, ARCore, ARKit
  • Human factors — field of view, vergence-accommodation conflict, cybersickness causes & mitigations
  • Industry verticals — gaming, training simulation, healthcare, architecture, defence
Prereq: Basic computer literacy only
CUXR1092

XR Hardware, SDKs & Engine Workflows

1-2-0 · 3 cr
Devices + SDK Setup · Sem 1, Wk 6
  • Meta Quest 2 & 3 — OVR / OpenXR plugin, passthrough API, hand tracking SDK
  • HTC Vive Pro / Pro 2 — SteamVR input system, room-scale setup, lighthouse tracking
  • HoloLens 2 — MRTK 3 framework, spatial anchors, hand mesh & eye tracking
  • Mobile AR — ARCore plane detection & ARKit LiDAR scanning; Vuforia image targets
  • Unity vs. Unreal XR pipeline comparison — scene hierarchy, build targets, render paths
  • Performance profiling — Oculus Performance HUD, Unreal stat GPU, thermal budgeting
Prereq: CUXR1091
CUXR1093

XR Application Development — Unity & Unreal

1-2-1 · 4 cr
Core Dev + Build Pipelines · Sem 1, Wk 11
  • Unity 6 XR Interaction Toolkit (XRI) — grab, poke, ray interactables, XR sockets
  • Meta Quest build pipeline — Android SDK, APK deployment, OVRPlugin passthrough
  • Unreal Engine 5 VR template — Blueprint grab/teleport/UI, OpenXR action mappings
  • Cross-device targeting with OpenXR input action maps — one project, multiple headsets
  • 3D UI in XR — world-space canvas, floating panels, gaze-dwell & pinch interaction
  • Optimisation — Fixed Foveated Rendering, single-pass instanced rendering, draw call reduction
Prereq: CUXR1091 + CUXR1092
Semester 2
3 Courses · 12 Credits · Weeks 1–16
Phase 2 — Advanced Practice
CUXR1094

Spatial UX, 3D Assets & AI Content Pipeline

1-2-1 · 4 cr
Art Pipeline + UX Design · Sem 2, Wk 1
  • Blender for XR — low-poly modelling, UV unwrapping, PBR material workflow
  • Asset pipeline — FBX/glTF export, LOD generation, texture atlasing, draw call budgeting
  • AI content tools — Stable Diffusion for texture generation, Meshy & Luma AI for 3D mesh
  • Spatial UX design — affordance language, reach envelopes, diegetic vs. non-diegetic UI
  • Photogrammetry basics — RealityCapture/Polycam scanning, mesh cleanup, XR deployment
  • Accessibility in XR — seated/standing presets, remappable controls, visual & audio alternatives
Prereq: CUXR1093
CUXR1095

Advanced XR — Multiplayer, MR & Web3 Game Systems

1-2-1 · 4 cr
Multiplayer + WebXR + Web3 · Sem 2, Wk 5
  • Multiplayer XR with Normcore / Photon Fusion — avatar replication, voice chat, shared anchors
  • Mixed Reality — Meta Passthrough API colour passthrough, spatial anchor persistence, HoloLens shared spaces
  • WebXR — Three.js WebXR Device API, A-Frame scenes, Babylon.js XR controller input
  • Web3 in XR — NFT items as in-scene assets, wallet sign-in, on-chain game-state reads
  • Unreal multiplayer — server/client replication, game modes, game states, session interfaces
  • Haptic feedback design + spatial audio — Resonance Audio, OpenAL convolution reverb in XR
Prereq: CUXR1093 + CUXR1094
Capstone
CUXR1096  ·  0-0-4  ·  4 Credits  ·  Sem 2 Wk 9–16

Capstone Project in XR Development

Teams of two build a complete, shippable XR product over 8 weeks. From brief through design, build, test, and presentation. Reviewed by faculty and an industry panel from XR studios and game companies. All tracks require a live build playable on target hardware or browser.

A Immersive Game

Standalone VR game on Quest 3 — core loop, scoring, spatial audio, 10+ min play time

B XR Training Sim

Procedural training scenario for a real industry client — safety, assembly, or medical workflow

C Mixed Reality Experience

Colour passthrough MR with persistent spatial anchors — runs on Quest 3 or HoloLens 2

D Multiplayer Social XR

Two-player+ shared XR space with avatars, voice, and a synchronised game or collaboration mechanic

E Web3 / On-Chain XR Game

XR scene with on-chain asset ownership — NFT items, wallet login, testnet-deployed smart contract

F Mobile AR Product

ARCore or ARKit app with plane detection, image targets, or LiDAR — deployed to Android or iOS

G Web / Mobile Game

WebXR or mobile-first game (non-headset) — flat-screen fallback pathway; full browser or app store submission

Career Paths This Programme Targets
XR Developer — Unity XR Developer — Unreal Technical Artist Spatial UX Designer 3D Artist — Real-Time WebXR Developer XR Simulation Engineer AR/VR Content Creator Immersive Media Producer XR Product Manager Game Designer XR QA Engineer Hardware Integration Specialist Mixed Reality Architect
Coming Soon

Student Projects

Showcase of XR applications, immersive simulations, and multiplayer builds made by IFN students. Content being compiled — check back soon.

Coming Soon

Events & Workshops

XR hackathons, guest lectures from game studios and defence companies, and headset demo days hosted at the GTM XR Lab. Event calendar loading soon.

Coming Soon

Industry Visitors

Leaders from XR studios, game companies, defence/aerospace, and healthcare simulation who've visited the GTM XR Lab. Profiles being added.

Lab & Demo

XR Development at IFN

A walkthrough of the GTM XR Lab — the immersive experience zone, development workstations, and student builds running on Meta Quest, HoloLens, and Varjo headsets.

Explore what XR can solve.

Collaborate on immersive research, prototypes, industry solutions, or specialist capability development.

Collaborate With Us