The People Behind the Projects

We're a small group that got tired of seeing game development education focus on theory while students struggled to actually build anything functional. So we shifted our approach — teaching through real engine integration, AR/VR implementation, and projects that actually work when you're done.

Vano Beridze teaching Unity integration techniques

Vano Beridze

Lead Instructor, Engine Integration

Spent eight years building AR applications for industrial training before realizing most developers never learned proper engine architecture. Now focuses on teaching students how Unity and Unreal actually handle spatial computing — not just the marketing promises.

Tamar Jikia reviewing student VR project code

Tamar Jikia

Technical Director, VR Systems

Started as a 3D artist who got frustrated with performance issues in VR projects. Learned optimization the hard way through failed builds and angry clients. Now helps students avoid those same mistakes by teaching rendering pipelines alongside creative work.

What We Actually Teach

Real Engine Integration

We skip the basic tutorials everyone already watched on YouTube. Students work with actual plugin architectures, learn how AR Foundation really connects to device cameras, and understand why their VR project crashes when frame rates drop.

Performance That Matters

Pretty demos are easy. Getting them to run on actual hardware without stuttering? That's where most tutorials end and our curriculum begins. We teach profiling, optimization, and the boring stuff that makes projects actually ship.

Project Recovery Skills

Things break. Builds fail. APIs change overnight. Instead of pretending everything goes smoothly, we teach students how to debug effectively, read documentation that makes no sense, and fix problems without starting over.

Students debugging AR tracking issues in Unity editor

How We Work With Students

Most coding bootcamps promise job-ready skills in three months. We don't. Learning to integrate complex systems takes time, and anyone who says otherwise is either lying or selling something superficial.

Our autumn 2025 program runs for nine months because that's how long it actually takes to go from basic game development knowledge to confidently implementing AR features or VR interactions. We could compress it, but then students would just memorize patterns without understanding why they work.

The Georgian tech market is small enough that reputation matters. We've had employers tell us they can spot our graduates because they ask better questions during technical interviews and don't panic when legacy code doesn't match the documentation.

We don't guarantee jobs or salaries. We teach people how to build things that work and fix things that don't. What they do with those skills is up to them.