- Events & Workshops
- Team Training
Our Virtual Reality Design Program runs over 10 weeks and will provide you with the knowledge and practical skills to be able to make or break into this fascinating industry that is on the verge of burgeoning growth. Morton Heilig introduced the first VR experience with his Telesphere mask in 1960 and now some of the largest global companies Google, Samsung, Microsoft, Facebook and HTC are racing to transform how people experience experiences.
Our approach to this course explores industry best practice methodologies and concepts to create spectacular virtual and augmented experiences.
Through this program you will learn about the industry, the tools and techniques to be able to capture the minds of users and utilise this powerful medium in both past and new unexplored commercial applications.
The world currently creates great user experiences with apps, websites and beyond. Academy XI believes the next wave of UX Designers is the Virtual Reality (VR) Designer.
This program is aimed at anyone who wants to bring a pioneering perspective into their organisation or be able to make an entrance into the VR & AR community and work with these early adopting innovators.
Led by highly experienced and well regarded experts in VR & AR and guided by a number of industry mentors you will solve a problem in a commercial application and also have a chance to create your very own VR experience.
Throughout this course you will get to use a range of different Virtual Reality equipment, learning theory, embedding practical tools and approaches, while absorbing these learnings through the guided experiences they provide.
The content and applications of VR are just at the seed of opportunity and capability. Join us to change the world in transforming the way we experience the world.
There are no prerequisites for this course, the knowledge is structured to take you from a complete beginner to become a mini pioneer within this ever growing space.
We find out how the hell we got here, what took so long, how to hack a reptile’s brain, where we’re at now and where we’ll be at soon. We also get to try heaps of cool gear, and get a reminder of why we’re all here.
- Brief history of VR
- The Metaverse
- Hands on experience with AR & VR Hardware
- Techniques to make virtual a reality
- How to demo VR
- VR Investments and analyst projections of market growth
We find out that talking about VR is like dancing about architecture and that we can’t trust our intuition, UI patterns, experience and VR dreams. Skeuomorphism makes a triumphant return, and we investigate when to be literal, like the real world usually is, and when to fold space and time in on itself. We also play God.
- Space and Time in VR
- VR Spatial Awareness
- Creative tools
Should film directors cry or rejoice? How much agency should we give our audience of one? How unique should each person’s experience be? Where do games start, experiences pick up and VR cinema connect? Are brands really stories? Hey you! Yeah you! The one throwing stuff around and building a fort out of donuts. Please look over here at my exciting story!
- Audience agency
- Individual experience uniquity
- VR cinema connect
- Onboarding and exiting
- Brand storytelling
- Empathy mapping
- VR Direction
What are people using VR for right now? Which verticals are the obvious early adopters? What about less obvious low-hanging fruit? Who is likely to be blindsided by this thing? What does the path from where we are today to MR ubiquity look like, and where will the cafes be when going into the office is considered a nostalgic trip through meatspace?
- Past, current and future applications
- Augmented reality & mixed realities
- Technology and uses
- Industries for disruption
- Mixed Realities Ubiquity
Once upon a time the World Wide Web was born, and left its initials everywhere, like a teen out tagging, and some of us learnt HTML and laid out everything in tables. We learned those tools, because that was what the web was made of. VR is made of 3D: 3D models, 3D environments, 3D spatial sound - and it’s all being updated for each of your eyes individually 90 times per second. 3D game engines and development pipelines are the only way to pull this off, and so they’re the new tools of the trade. So let’s hang some tools on our shed wall and make a sharpie outline around them so we remember what goes where.
- Game engines
- Audio & spatial sound
- Development pipelines
- Depth cameras
- Volumetric video
- 360 Video, stitching, Monoscopic & Stereoscopic
We're in an time where its all about experiences, empathy is the language of success and we have to understand who we're building things for and what problem we're solving. In the magical medium of VR we map out the users journey; how and what they interact with this immersive world.
- VR Planning
- Objects & environments
Let’s pull back the curtain and see how the magic is made. By the end of the day, you, Sandy, even you, the accounts clerk that everyone seems to forget to invite to lunch will have made a scene in VR. You’ll stand inside the world you’ve made and marvel at how much your wall really looks like a wall. You’ll put your controller down on your hand-crafted table, forgetting it’s made out of only pixels and dreams, and back in the real world you’ll get a stern look for dropping the expensive gear on the floor.
- Intro to Unity
- Create a unity scene
- Test and experience your creation with the HTC Vive
So, you’ve made a room, with a table, and some stuff in it. It would be fun to throw some of that stuff around. Maybe even to throw it at some poor hapless creature. It would also be nice to leave the room and go walkabout, without hitting a wall in the real world. The donuts won’t throw themselves. Let’s make it happen.
-Movement & space
Everyone is different. Leaving aside race, gender, educational level, technical sophistication, Vegemite vs Marmite, the vast differences between people, and their joyous similarities, are all on display even when you’re just watching their disembodied avatar. Here’s where everything you know about uncovering what people need and desire, and connecting it with their purpose all comes in handy again.
-UX Fundamentals in VR
Wow, we made it! Steer clear of Bernie Sanders, because you’re now in the top tenth of the top one percent who own eighty percent of all the VR knowledge! Now, let’s use our powers for good, and make a killing. In that order, and only in that order please.
- VR Channels
- VR Strategy
- VR creative direction
- Roles & hiring in VR
- Ethics and gender in VR
- Developing your VR profile
Here you will get an opportunity to rub shoulders with industry leaders and show them your passion for VR.
- Presentations and showcasing
- Play with products and hardware
- VR Guest Speakers
- Guest Demos
By the end of the course, you will have learned the following important skills:
What will you do?
I’ve got a background in filmmaking and creative digital communications, and have been interested in VR since my first experience on a Rift in 2013. I was playing the long game when it came to VR because as a content creator, I feel that it’s inevitable that I will be working with the medium in the future. When I found the course at Xi I suddenly had the opportunity to jump into the future, and I’m very glad I took the chance and took the course.
After completing the course I feel confident that I have the skills needed to create really great VR experiences for companies and brands. My current role is very web focused, but I’m looking for new opportunities at the moment and focusing very much on roles and companies where there could be the opportunity to work on VR projects. I’m not being quiet about what I can do, either!
The Academy Xi Leaders and team have a genuine interest in seeing students evolve and in consistently improving the quality of the courses, and the industry involvement is invaluable.
Participating in this course I was able to get a great understanding of the technical aspects of the technology used within Virtual Reality. I also gained an in-depth understanding of the human experience and limitations that are challenging the evolution of VR.
The Xi teachers, staff and guest speakers created a progressive environment that provided information and unique networking opportunities that i would not have experienced elsewhere.
With friendly personable staff, teachers and a comfortable environment the overall learning experience was both informative and enjoyable.
Academy Xi’s Virtual Reality Design course was a perfect introduction to VR technology (both software and hardware) and to the design side of VR content.
It was challenging and continuously interesting. I loved my course! It equipped me with the skills to change gears on my career and start work as a VR Producer.
Since the age of six when his father brought home a Dick Smith “System 80”, Chuan has been in thrall of computer mediated spaces after graduating from RMIT Media Arts. With over a decade of experience, Chuan has worked in UX and UI Design on mobile and web applications, been a game developer at Blue Tongue and also co-created independent games. He also has experience in Unity, Unreal, and XR development.
Lachlan is a creative technologist with a background in software development and immersive technologies. He has been at the forefront of the modern wave of Virtual Reality since its inception as a digital artist. He has presented at a number of conferences on the use cases of new technology and how they’re addressing the latest business needs. “I truly believe that Virtual Reality has the capacity to utterly and irrevocably change humanity’s relationship with technology,” says Lachlan.
45 Exhibition Street,
Melbourne VIC 3000