How you can become an AR/VR developer

The Augmented Reality (AR) and computer game (VR) industries are still in its infancy, however, this is often why now’s the right time to find out the way to create content for these technologies. they have it to form the jump to the subsequent level of adoption. Luckily, from a developer standpoint, the talents needed to urge into AR and VR are very similar and therefore the barriers to entry are still relatively low. this text will offer you a summary of the way to start.

The Most Important Skill You need no matter whether you’re a newbie who is starting with programming or a veteran with years of experience within the field, the most skills you’ll get to become an AR/VR developer are within the 3D area. In fact, it’s not very different from 3D game development. Why? Because AR and VR are about creating immersive worlds or environments which will be interacted with in three dimensions, like in the real world. So counting on how deep you would like to travel, you’ll need to study 3D modeling and/or scanning, 3D games engines, 360° photos and videos, maybe a touch little bit of math and geometry, programming languages like C/C++/C# and software development kits (SDKs), and the way to style experiences for users in 3D. So let’s take a deeper check out each of the topics you would like to deal with to become an AR/VR developer, focusing first on VR.

HardwareAugmented/Virtual reality (and 3D development in general) demands high-end hardware. However, because the price of hardware is consistently taking place , this might not represent an enormous problem because it did a couple of years ago.If we take a glance at the wants of the 2 hottest VR platforms (HTC Vive and Oculus Rift), we’ll see they’re basically an equivalent.

At the time of this writing, these are the recommended hardware specifications:
Processor: Intel Core i5-4590 or AMD FX 8350

Graphics: NVIDIA

GeForce GTX 1060 or AMD Radeon RX 480

Memory: 8 GB RAM

Ports: 3x USB 3.0

Operating System: Windows 7 or superior does it means that if you’ve got an i3 processor or a GTX 1050 card you won’t be ready to do any development work? It depends. The above are the recommended specifications to possess a smooth experience, so for a few projects, maybe a touch less would do the work, and for others, maybe you’ll need to catch up on the shortage of power in one area with a rise of power in another one (for example, by pairing an i3 processor with a GTX 1070).There are minimum requirements and tools to form sure your hardware is compatible (here and here), but the suggestion is to undertake to aim for the upper end and use desktop PCs to possess a simple (and cheaper) upgrade path.
Virtual Reality devices in this area, we’ve many options. Let’s categorize the foremost popular by their degree of freedom (DOF), which refers to the ways during which an object can move. we’ve two options: three and 6 DOF. Three DOF means you’ll be ready to interact with the virtual world in three dimensions (in an X, Y, Z coordinate system) by moving your head employing a head-mounted display (HMD), however, you wouldn’t be ready to move forward or backward. With six DOF, you’ll move forward/back, up/down, and left/right, so you now have three more sorts of movements, hence the name. you’ll learn more about degrees of freedom during this article. The following devices support three DOF:
Google CardboardGoogle DaydreamSamsung Gear VRWhile the subsequent can support six DOF:
HTC ViveOculus RiftOf course, each device uses different SDKs, programming languages, and has different constraints, but you’ll find that they need some things in common:
The principles for designing a computer game experience are the same most of them are compatible with motion controllers to interact with the virtual worldThree DOF devices use smartphones as head-mounted displays six DOF devices use desktop headsets now and counting on what you would like to accomplish, you’ll want to try to some research and choose one or more device(s) to develop on. Of course, you’ll do more things with desktop headsets, but you’ll want to start out with something simple and transfer your skills from one device to a different later. It’s a matter of learning the proper tools for the work. Now let’s mention the foremost commonly used software to develop VR content.
3D Game Engines and Programming languages survey published within the State of the Developer Nation Q1 2017 report puts C# and C/C++ because of the most used programming languages for AR/VR development. this is often not a coincidence. the foremost popular game engines you’ll get to learn to use them:
Unity, which uses C# as its primary programing language.Unreal Engine, which uses C++ and a node-based language called Blueprints Visual Scripting. The good news is that each one VR devices have SDKs available for both engines so you’ll use just one of them to develop AR/VR applications and target quite one device. The bad news is that the training curve is comparatively steep for both. When unsure, most people recommend Unity because it’s easier to find out and more resources are available. However, Unreal offers you better graphics and more power. Another thing to require under consideration is that Unity has many versions with different costs, but there’s a private version that’s liberal to use. Unreal is liberal to use, with a 5% royalty on gross product revenue after the primary $3,000 USD per game per calendar quarter from commercial products. The recommendation is to undertake both of those engines to ascertain which one suits you best. In addition, it’s worth mentioning that Google provides SDKs for Android (in Java) and iOS (in Objective-C) to develop for Daydream and Cardboard devices.

Make or Find Assets?

The first things you’ll need for AR/VR development are art assets, especially 3D models. you’ve got two options here: make them yourself or use models made by somebody else. Making 3D models by yourself is that the most difficult option, but within the end of the day it’s going to be the simplest (and most cost-effective). If you select this path, you’ll need to learn to use programs like:
BlenderAutodesk MayaAutodesk 3ds MaxA technology which will assist you to create your own models is 3D scanning. Basically, things captured by a 3D scanner within the world become a virtual 3D model. they’ll not be perfect yet, but they will assist you to start , and there tons of options with a good range of price points. a number of these are:

DAVID SLS2Da Vinci 1.0 AiOStructure Sense (plus an iPad)Otherwise, you’ll want to urge 3D models from places like:

TurboSquidFree3DCGTraderSketchfabThis option is ok when you’re starting and you don’t have the talents, but sooner or later, you’ll get to make modifications to urge exactly what you would like, therefore the suggestion is to mix the 2 options while you learn to form your own models. Something similar happens with 360° videos and photos, utilized in computer games to supply an immersive experience. You can buy a 360 camera just like the RICOH THETA or the Samsung Gear 360 (only compatible with Samsung devices) to make your own media or use sites like Flickr or other sites for royalty-free stock images and videos. In the area of audio, we’ve it easier because there are not any special requirements; we will use equivalent sound effects utilized in traditional games and videos from royalty-free audio sites like FreeSound, and sound recordings and editing software like Audacity or Adobe Audition.

From Web Development to Virtual RealityMaybe you’ve got an internet development background and you’re wondering if your knowledge of JavaScript is often of any help. Luckily, WebVR is an open standard with a JavaScript API that creates it possible to experience VR in your browser. It works with most VR devices, but you don’t need any of those or plugins as any compatible browser (even in your Android/iOS phone) will do the work. you’ll check for the newest browser support at WebVR Rocks and find more information on the Mozilla VR site. Although knowledge of 3D terminology and modeling still applies, if you recognize JavaScript, it is often an honest option to start with WebVR rather than a VR SDK, Unity, or Unreal. In this area, there are two frameworks worth mentioning:

A-frame. A framework for building computer game experiences with HTML and an Entity-Component-System approach. it had been developed by the Mozilla VR team and provides one among the foremost powerful ways to develop WebVR content. React VR. a replacement library developed by Facebook supported React and React Native. It allows you to build VR websites and interactive 360 experiences using an equivalent declarative component approach than React. As both are supported Three.js, the foremost popular Javascript library for using 3D graphics during a browser, knowledge of this library will offer you a robust foundation. Unity has the choice of writing scripts during a language almost like JavaScript called UnityScript, but it’s not an equivalent because the JavaScript you’ll use to develop for the online, and C# is that the recommended language for Unity.
And what about AR? We specialize in a computer game, but Augmented Reality may be a different concept. Virtual Reality is about creating a virtual and immersive environment to exchange the important world. Augmented Reality adds layers of knowledge to the important world rather than replacing it. for instance, it can translate the words you see in another language, or it can cause you to see monsters once you walk near someplace. In contrast, a computer game can take you to a different country or a land filled with monsters. When you join both concepts, you get what’s called mixed reality, where you interact with both the physical and virtual environment.

However, from a development standpoint, VR and AR are pretty similar. In fact, you’ll use Unity and Unreal (with the assistance of some plugins) to develop AR content. for instance, an easy AR app will recognize an object and present a 3D model that you simply could manipulate as if it were real, therefore the skills needed for VR are applicable to AR also. One of the foremost popular tools for developing AR is Vuforia, which is out there for Unity, Android, and iOS, provides tons of features, and support for several devices, including Tango phones. Talking about devices, Augmented Reality is often used with head-mounted displays, but also with other devices like smartphones, glasses, and specially-made visors, perhaps being the foremost popular Microsoft HoloLens (although more inclined towards mixed reality).
User interface (UI)/User experience (UX)The AR/VR industry is new and thus there aren’t many best practices yet for developing this type of experience, but we should always deem granted that they’re different from traditional 2D apps. for instance, how does one handle input? A keyboard during a virtual world might not be the simplest choice in some situations. On the opposite hand, one of the most important problems about VR is simulator/motion sickness. People can get sick either by lagging, unnatural movements, and mismatches between physical and visual motion cues, among others. Here are some resources on the topic:
Designing for Google CardboardYou’s the middle of the universe: A UX guide to designing computer game experience UX of VRUI / UX design patterns in virtual reality started with VR: user experience designer Design Best Practices

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The University signs MoU with Scopik Edu Services, Salem


The AR and VR technologies will be imparted for the first time in a university curriculum in the country as a direct effect of the Memorandum of Understanding (MoU) signed between Periyar University with a technical collaborator, Scopik Edu Services, which will provide the knowledge skill to the students.

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