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Pausch Lab Roadmap

A structured learning path for Game Development and Extended Reality (XR). Designed to take you from fundamentals to production-ready work.

Named in honor of Dr. Randy Pausch, professor of Computer Science and Human-Computer Interaction, creator of Building Virtual Worlds and author of The Last Lecture.

This roadmap is open to everyone. It is maintained by Next Tech Lab and serves as the primary curriculum for Pausch Lab associates.

Last verified: September 2026 | Engine versions: Unity 6.3 LTS, Unreal Engine 5.6, Godot 4.5, Horizon OS / Meta Quest 3/3S, visionOS 26


How to Use This Roadmap

  1. Complete Prerequisites below — do not skip.
  2. Choose a track: Game Development or Extended Reality (XR). You can do both, but start with one.
  3. Build in public. Each track ends with milestones — ship them to GitHub.

Principle: Learn, Don't Vibecode

This roadmap teaches skills, not shortcuts. AI can scaffold code, but it cannot fix motion sickness from a 35 ms pipeline, broken presence from bad interaction, or a 300 draw-call scene on a mobile SoC.

Fundamentals first → build once from scratch → then use production SDKs → profile on device → ship with a write-up. See the full rationale in XR.md — How to Use This Roadmap.


Prerequisites

Complete these before specializing. They are non-negotiable for either track.

1. Linear Algebra & 3D Mathematics

Vectors (dot/cross product, normalization, projection), coordinate spaces (local/world/view/clip/screen), matrices (translation/rotation/scale/projection), quaternions and Euler angles (gimbal lock, SLERP).

Reference: Freya Holmér — Math for Game Developers

2. Programming

Pick one from each row:

Purpose Options
Application scripting C# (Unity, Godot) or TypeScript (Web, WebXR)
Systems / engine C++ (Unreal, Raylib) or Rust (Bevy, WASM)

3. Computer Science Fundamentals

Data structures, time/space complexity, composition over inheritance, Entity Component System (ECS), finite and hierarchical state machines (FSM/HSM), memory allocation and cache locality.

4. Computer Graphics Basics

Rendering pipeline (vertex processing → rasterization → fragment shading → framebuffer), shaders (GLSL/HLSL/WGSL), materials and lighting.

Reference: LearnOpenGL

5. Version Control

Git fundamentals and Git LFS for binary assets.


Tracks

Engine-focused production tracks.

Track Stack
Unity Unity 6.3 LTS, C#, URP / Render Graph, Input System, Cinemachine, Netcode for GameObjects, DOTS/ECS
Unreal Engine UE 5.6, C++ & Blueprints, Nanite, Lumen & MegaLights, Chaos Physics, Niagara, GAS, PCG
Godot Godot 4.5, GDScript 2.0 / C# / GDExtension, Forward+ / Mobile / Compatibility renderers
Web WebGL 2, WebGPU (Baseline 2026), Three.js / Babylon.js, Phaser / PixiJS, WASM (Rust/Bevy)
Low-Level / FOSS Raylib (C), Bevy (Rust), Blender 4.x, LDtk/Tiled, Audacity

Standards, hardware and spatial computing.

Track Stack
Core & OpenXR OpenXR 1.1, 6DoF tracking, motion-to-photon latency, ergonomics
Virtual Reality Unity XRI 3.x + XR Hands, Meta XR SDK (Interaction/Haptics), Horizon OS on Quest 3/3S
Augmented Reality Unity AR Foundation 6 (ARKit/ARCore), Vuforia (Model/Area Targets), Lightship VPS
Mixed Reality Passthrough, Scene Understanding, Spatial Anchors, Meta MRUK, Apple visionOS 26 (RealityKit, SwiftUI)
WebXR WebXR Device API, Three.js / Babylon.js WebXR, Wonderland Engine

Repository Structure

README.md          — This overview and prerequisites
GameDev.md         — Game Development tracks
XR.md              — Extended Reality tracks
CONTRIBUTING.md    — Contribution guidelines

Version Control Standards

1. Track large binaries with Git LFS before first push:

git lfs install
git lfs track "*.psd" "*.fbx" "*.obj" "*.blend" "*.wav" "*.mp4" "*.tga"
git add .gitattributes

2. Never commit generated artifacts: Library/, Temp/, obj/, Binaries/, DerivedDataCache/, Intermediate/, Saved/, .godot/, build/

Use the canonical gitignore for your engine:

3. Branching:

  • main — stable, reviewed, playable
  • dev — integration
  • feature/<name> — isolated work

Contributing

This is a curated lab curriculum. See CONTRIBUTING.md before proposing changes — please open an issue first for non-trivial edits. Small, version-verified PRs with a clear learning rationale are merged fastest.


Maintained by Pausch Lab @ Next Tech Lab.

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