Overview
2019
Year the first spatial cohort shipped
12
Open modules spanning engine to WebXR
94%
Cohort satisfaction in post-module surveys (internal)
38
Cities represented across APAC learners
720+
Recorded mentor review minutes last quarter

400+ headset-ready projects reviewed since 2019

Energyx Surge Academy pairs structured AR/VR engineering drills with blunt mentor feedback — built for career switchers and working developers across Japan.

Browse courses Request information Trusted by startup squads and internal L&D pods
Abstract mesh gradient suggesting spatial interfaces

Inclusions learners actually cite

Mentor-marked scenes

Files returned with inline notes — not generic rubric PDFs.

Perf and UX guardrails

Explicit budgets for Quest, WebXR, and passthrough prototypes.

Portfolio receipts

README + capture requirements so hiring panels see process.

Honest limitation callouts

Each syllabus states what we do not cover (legal, job offers, assets).

Featured courses

Full catalog →
Unity VR Room Setup for Quest visual

Unity VR Room Setup for Quest

Ship a locomotion-safe room with lighting, anchors, and build settings tuned for Meta Quest.

¥68,000
Hand Tracking UX Lab visual

Hand Tracking UX Lab

Design affordances for near-field interactions without breaking immersion or comfort.

¥52,000
Shader Graph for Stylized Worlds visual

Shader Graph for Stylized Worlds

Author stylized materials that stay within mobile GPU budgets.

¥72,000
Quest Performance Budget Clinic visual

Quest Performance Budget Clinic

Profile CPU/GPU spikes, fix common frame hitch culprits, and write a living perf budget doc.

¥48,000

The flow — horizontal checkpoints

01
Scope freeze

You cut features before touching shaders.

02
Build + capture

Profiler saves with boring filenames.

03
Mentor pass

Inline notes on repo + scene.

04
Retro write-up

Public cut list to the cohort.

05
Ship artifact

README + capture + tester script.

From our cohorts

Quest Performance Budget Clinic forced weekly profiler saves with boring filenames — sounds petty until you are debugging a regression three weeks later. I still use the cohort spreadsheet template.

Kaede Mori · Unity generalist · Sapporo hardware lab

Hand Tracking UX Lab — pinch dead zones saved our panel.

Jun · Sendai

Design Systems for Headset UI paired me with a designer who hated my spacing tokens. Good friction. Final Figma kit matched prefabs without renaming hell.

Iris Ng · verified learner · 5/5

Anonymous: WebXR Scene Foundations gave our team a shared vocabulary for session failures. Still heavier on reading than I expected.

Client in corporate upskilling

Multiplayer Sync for Small Worlds week four desync lab was messy in the best way. We documented a deliberate desync, which sounds silly until you see how rarely teams practice that.

Oliver Stein · Engine programmer · Berlin → Tokyo remote

Shader Graph Stylized Worlds — fog lesson alone paid for the module.

Mai

Certification Prep Spatial Developer mocks were blunt about what they cannot guarantee. I failed the first mock, rewrote my oral around Unity VR Room Setup learnings, passed the second — still sweating public speaking though.

Riku Sasaki · career switcher · Nagoya

Notebook dispatches

Hero for Why we timebox perf captures on Quest builds

Why we timebox perf captures on Quest builds

A repeatable 12-minute capture ritual keeps regressions visible without turning profiling into a procrastination hobby.

Hero for Passthrough panels: what we log, and what we refuse

Passthrough panels: what we log, and what we refuse

A short decision tree we use when mixed-reality features touch cameras, depth, or environment meshes.

Download the syllabus pack

PDF outlines include tooling versions, time estimates, and explicit non-goals — request via email, no checkout on this site.

Email hello@energyx-surge.digital