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> Immersive & Spatial Computing · DevOpsSchool Trainer

Metaverse Trainer

Private corporate batches, live online cohorts and 1-on-1 mentoring in immersive application engineering — XR runtimes, 3D content pipelines, WebXR, networked multi-user worlds and digital twins — taught by a practitioner who runs it in production.

20 years across DevOps, SRE and Security · 10,000+ engineers trained · Trained teams at JPMorgan Chase, Verizon, Nokia and the World Bank

DeliveryOnline · Onsite · Hybrid
FormatsCorporate · 1-on-1 · Cohort
AgendaCustomisable
Batch size8–30 engineers
Engineers we've trained work at
JPMorgan ChaseBank of AmericaWells FargoVerizonNokiaWorld BankGE HealthcareVMwareOracleQualcommMercedes-BenzAirbusDatadogSplunkDeloitteInfosysWiproCapgemini
# who teaches it

Your Metaverse trainer

Rajesh Kumar

Principal DevOps Engineer & Architect

20 years in productionPrincipal / architect roles10,000+ engineers trainedM.Tech BITS Pilani25+ certifications

This programme is taught as engineering under a hard frame budget rather than as a tour of virtual worlds. It covers the OpenXR and WebXR runtime layers, the asset pipeline that gets a CAD or Blender model down to a draw-call budget a standalone headset can hold, interaction and comfort design, and the authoritative-state networking that makes a shared session usable over real latency. Every performance claim is demonstrated with a profiler open — draw calls, batching, level of detail, texture compression and frame timing — because in immersive work the difference between a demo and a product is almost always a measurement nobody took.

Twenty years across DevOps, SRE and Security, in principal and architect roles at PayPay, SoftwareAG, ServiceNow, JDA Software, Intuit, Adobe and others. He has trained engineers at JPMorgan Chase, Verizon, Nokia, the World Bank, VMware, Oracle, Mercedes-Benz and Airbus — more than 10,000 people personally. He teaches what he runs, not what he reads.

One practitioner, not a bench

You are booked with a named engineer, and that is who turns up. Marketplaces and larger providers rotate whoever is free, so the person who sold you the agenda is rarely the person teaching it.

The same trainer is available for the next engagement, which matters when a team builds on what it learned last time.

18,000+certified learners
500+corporate batches delivered
50+countries served
100+certification programmes
# faculty

Who delivers Metaverse engagements

Your batch is assigned a named trainer before it starts, and that is who teaches it. See the full faculty.

How your Metaverse trainer is chosen

Engagements are matched on the tool, not the calendar. For Metaverse that means a trainer who has run it in production — immersive application engineering — XR runtimes, 3D content pipelines, WebXR, networked multi-user worlds and digital twins — rather than whoever is free that week. You are told who is teaching before you commit, and that person is on the discovery call that shapes the agenda.

Where a batch is large enough to need a second trainer, the pairing is declared up front. The lead trainer stays accountable for the syllabus and the assessment either way.

Rajesh Kumar

Principal DevOps Engineer & Architect

India20 yrsLead trainer

Twenty years across DevOps, SRE and Security in principal and architect roles at PayPay, SoftwareAG, ServiceNow, JDA Software, Intuit, Adobe, IBM/Emptoris, Ness, MindTree and Accenture. He has trained more than 10,000 engineers personally, at organisations including JPMorgan Chase, Verizon, Nokia, the World Bank, VMware, Oracle, Mercedes-Benz and Airbus. He teaches what he runs, not what he reads.

Balachandran Anbalagan

IndiaInstructorCoach

Durga Prasad

IndiaInstructorCoach

Gaurav Aggarwal

IndiaInstructorCoach

Harsh Mehta

IndiaInstructorCoach

Kapil Gupta

IndiaInstructorCoach

Kunal Jain

IndiaInstructorCoach

Nikhil Gupta

IndiaInstructorCoach

Pranab Kumar

IndiaInstructorCoach

Rohit Ghatol

IndiaInstructorCoach

Amit Agarwal

IndiaInstructorCoach

Anil Kumar

IndiaInstructorCoach

# how to engage

Four ways to work with this trainer

Private corporate batch

Teams of 8–30

Custom agenda, your timezone, onsite or online, NDA-friendly.

Request a quote

1-on-1 mentoring

Individual engineers

A private instructor and a curriculum built around your goal.

₹99,999

Live & Interactive cohort

Individuals who want peers

Scheduled batch, max 8 to 10 hours of live instruction.

₹34,999

Self-paced video

Self-starters

Full LMS access — 20+ courses and 50+ tools included.

₹833/mo
# private batches

Private Metaverse training for your team

A private batch starts with a discovery call. We look at the stack you actually run — the CI system, the cloud, the constraints — and map the agenda onto it, so examples use your topology rather than a generic one.

Delivery is onsite at your premises, live online, or hybrid, scheduled around your release calendar rather than ours. Batches run 8 to 30 engineers.

Every attendee leaves with recordings, slides, lab repositories and a completion certificate. You receive an attendance and assessment report. Invoicing supports PO and GST.

Talk to us about a private Metaverse batch

What you provide vs what we bring

  • You: the room or the call, and the engineers
  • Us: trainer, agenda, labs, assessment, certificates
  • Labs: we guide your team through provisioning their own free-tier cloud environment — the skill goes with them
# the technology

What is Metaverse?

The Metaverse, stripped of marketing, is a stack of engineering problems that already have concrete solutions. At the bottom sits real-time 3D rendering — Unity, Unreal Engine, or a browser engine such as three.js or Babylon.js — running against a frame budget set by the device rather than by the designer. Above that sits the XR runtime layer, standardised by OpenXR on headsets and by the WebXR Device API in browsers, which is what lets one application address a Meta Quest, a SteamVR headset, an Apple Vision Pro or a phone-based AR session without a separate codebase per vendor.

On top of the runtime are the parts that make a scene an experience. A content pipeline that gets assets from Blender, CAD or a photogrammetry scan into a format a headset can actually render — glTF or OpenUSD, with Draco and KTX2 compression, level-of-detail meshes, baked lighting and a draw-call budget. An interaction layer: hand and controller input, ray and grab interaction, teleport and smooth locomotion, and the comfort constraints that decide whether users can stay in the experience for twenty minutes. And a networking layer for shared presence — authoritative state, interpolation, avatar representation, spatial voice and the reconciliation logic that hides latency.

What sits above that is where organisations differ. Consumer platforms add identity, user-generated content and an economy. Industrial use is dominated by digital twins — a live 3D model of a factory, building or network fed by real telemetry — and by training simulation, where the value is measurable competence rather than engagement. Interoperability, the promise that made the term Metaverse popular, is still partial, and the honest answer is that OpenUSD, glTF and OpenXR are the standards that actually move assets and sessions between systems today.

Why this skill matters now

The hype cycle has finished, and the useful part survived it. Headsets shipped in volume, OpenXR became the runtime almost everyone targets, WebXR reached the browsers that matter, and OpenUSD picked up serious industrial backing — which means immersive work is now a normal engineering discipline with stable interfaces rather than a research project against proprietary SDKs.

Demand has shifted with it. The funded projects today are industrial and enterprise: digital twins of plants and buildings, safety and procedure training that is cheaper and safer than the real thing, remote assistance with an expert seeing what a technician sees, design review in 3D, and product configuration and visualisation. These have measurable returns, which is exactly why they survived when consumer virtual worlds did not.

The skills gap is specific. Most teams starting this work come from web or backend engineering and hit the same wall — the application runs at thirty frames per second on a standalone headset, the assets are a hundred times too heavy, the multi-user session desynchronises, and users feel unwell after ten minutes. None of those are conceptual problems; they are performance budgets, content pipelines, network authority models and comfort constraints, all of which can be taught directly.

Metaverse training
# outcomes

What your team can do afterwards

Choose between Unity, Unreal and a WebXR engine on the basis of device targets, team skills and distribution
Build and ship an XR application against OpenXR so it runs on more than one headset without a rewrite
Take a heavy CAD or artist asset through a real optimisation pipeline until it holds a standalone headset's frame budget
Design interaction and locomotion that users can tolerate for a full session, not for a two-minute demo
Build a browser-based immersive experience with WebXR that needs no install
Implement a networked multi-user session with authoritative state, avatars and spatial voice
Connect a 3D scene to live telemetry to produce a digital twin rather than a visualisation
Profile, measure and defend the performance, comfort and accessibility of an immersive application
# curriculum

7 modules. Live demos in a real lab, not slides.

01The immersive stack, honestlyLive & Interactive5 hrs · 2 assignments · 1 capstone

A working map of the technology so later decisions are evidence-based. Devices and their real constraints, the runtime standards that removed vendor lock-in, where AR, VR and mixed reality genuinely differ, and a candid separation of what is production-ready from what is still a demo.

Topics: Device classes: standalone headsets, tethered PC VR, phone AR, passthrough mixed reality · OpenXR and what it standardised · Rendering engines: Unity, Unreal, three.js, Babylon.js · Frame budgets, refresh rates and motion-to-photon latency · Tracking: inside-out, hand tracking, eye tracking, controllers · AR, VR, MR and spatial computing as engineering categories · What is production-ready today and what is not · Choosing device targets before writing any code

  • Assignments: (1) Write a device and engine selection note for one proposed use case, with the constraints that decide it; (2) Measure the frame budget available on a target device and record what it implies
  • Capstone: Produce a technology selection document that a project could actually be funded against
02The 3D content pipelineLive & Interactive5 hrs · 2 assignments · 1 capstone

Where most immersive projects die. Getting assets from CAD, Blender or a scan into a form a headset can render — retopology and decimation, level of detail, texture atlasing and compression, material conversion, baked lighting — and the formats that let assets move between tools at all.

Topics: Asset sources: CAD, DCC tools, photogrammetry, procedural · glTF 2.0 as the delivery format, and OpenUSD for scene interchange · Polygon budgets, decimation and retopology · Level of detail and impostors · UV layout, texture atlasing and material consolidation · Texture compression: KTX2, Basis, ASTC · Draco and mesh compression for the web · Baked lighting, lightmaps and light probes · Draw calls, batching and GPU instancing · Automating the pipeline so artists do not do it by hand

  • Assignments: (1) Take one heavy source model and reduce it to a stated triangle and draw-call budget without visible loss; (2) Build a repeatable conversion script from source format to optimised glTF
  • Capstone: Deliver an automated asset pipeline that turns a raw source model into a headset-ready asset with measured budgets
03Building an XR applicationLive & Interactive5 hrs · 2 assignments · 1 capstone

The application layer on a headset. Project setup against OpenXR, the camera rig and tracking spaces, input from controllers and hands, interaction patterns that users already understand, and the locomotion and comfort decisions that determine whether an experience is usable.

Topics: Project setup and the OpenXR plugin path · Tracking spaces: local, stage and world-locked content · Controller input, hand tracking and gesture · Interaction: raycast, direct grab, poke, physics hands · Locomotion: teleport, smooth movement, vignetting and comfort · Spatial UI and text legibility in 3D · Passthrough, anchors and scene understanding for mixed reality · Spatial audio · Accessibility: seated play, handedness, subtitles, motion sensitivity · Profiling on device rather than in the editor

  • Assignments: (1) Implement grab, teleport and a spatial UI panel, then test them with someone who has never used a headset; (2) Profile the scene on device and cut one frame-time cost you find
  • Capstone: Ship a single-user XR application that a first-time user can complete unaided in under five minutes
04WebXR — immersive in the browserLive & Interactive5 hrs · 2 assignments · 1 capstone

The distribution route with no install and no store review. Building with three.js or Babylon.js, entering an immersive session from a normal page, progressive enhancement so non-XR users still get something, and the loading and performance constraints that a browser adds on top of the device's.

Topics: The WebXR Device API and session types · three.js and Babylon.js: choosing and structuring a project · Entering and exiting immersive sessions safely · Progressive enhancement for desktop and mobile visitors · Asset loading, streaming and perceived load time · AR on the web: hit testing, anchors and lighting estimation · 8th Wall and other hosted AR pipelines · Performance limits of the browser renderer · Hosting, HTTPS, CDN and cache strategy for 3D assets

  • Assignments: (1) Publish a WebXR scene that works in a headset, on a phone and on a desktop browser; (2) Cut first meaningful render time in half through asset and loading changes
  • Capstone: Deliver a browser-based immersive experience reachable from a single URL with no installation
05Networked multi-user worldsLive & Interactive5 hrs · 2 assignments · 1 capstone

Shared presence, which is where the term Metaverse actually earns its meaning. Authoritative state and client prediction, what to replicate and what to interpolate, avatar representation and inverse kinematics, spatial voice, and how many concurrent users a given architecture can actually hold.

Topics: Authoritative server vs peer-to-peer state · Replication, interpolation, extrapolation and reconciliation · What to send and what to derive — bandwidth budgets · Networking stacks: Photon, Netcode for GameObjects, Mirror, Colyseus · Avatars, rigging and inverse kinematics from three tracked points · Spatial and proximity voice chat · Presence, ownership and object authority · Room and instance sharding, and realistic concurrency limits · Persistence: what survives a session and where it lives · Moderation, reporting and personal space controls

  • Assignments: (1) Build a shared room where two users see each other move with interpolation, then break it with simulated latency; (2) Add spatial voice and measure the bandwidth cost per user
  • Capstone: Deliver a multi-user session that stays coherent for four users over a deliberately degraded network
06Identity, assets and interoperabilityLive & Interactive5 hrs · 2 assignments · 1 capstone

The layer that gets promised most and delivered least. What portability actually works today, avatar and asset standards, account and entitlement models, and a deliberately sober treatment of blockchain-based ownership — what it does and does not solve for an enterprise deployment.

Topics: Identity, accounts and entitlement across platforms · Avatar standards and cross-platform avatar services · Asset portability: what glTF and OpenUSD actually carry between tools · The Metaverse Standards Forum and where standards work is happening · Digital ownership claims, tokens and their real limitations · Content licensing, rights and provenance · Privacy in immersive systems: biometric-adjacent tracking data · Safety, harassment and moderation design · Data residency and regulatory exposure for spatial data

  • Assignments: (1) Move one avatar and one asset between two engines and document exactly what was lost; (2) Write a privacy note covering the tracking data your application collects and why
  • Capstone: Produce an interoperability and data-handling assessment for a proposed deployment
07Enterprise applications and deliveryLive & Interactive5 hrs · 2 assignments · 1 capstone

Where immersive work is actually funded. Digital twins fed by live telemetry, training simulation with measurable assessment, remote assistance and design review — plus the delivery side nobody plans for: build pipelines for large binaries, device fleet management, distribution and in-application analytics.

Topics: Digital twins: connecting a 3D scene to live telemetry · Streaming and simulation platforms for large industrial scenes · Training simulation and measurable competence assessment · Remote assistance and see-what-I-see workflows · Design review and product configuration use cases · CI for large 3D projects: build times, artifacts and asset storage · Distribution: stores, enterprise sideloading and managed device fleets · Device management, kiosk mode and hygiene for shared headsets · Analytics and telemetry inside an immersive session · Costing a pilot and defining what would make it succeed or fail

  • Assignments: (1) Wire a live data source into a 3D scene so the model reflects real state; (2) Set up a build pipeline that produces a versioned, installable device build
  • Capstone: Present an enterprise pilot plan with use case, architecture, delivery pipeline, measurement and stop conditions

Need this mapped to your stack?

We rebuild the agenda around the tools you actually run.

Request a custom agenda
# hands-on

Labs and capstones your engineers actually build

LAB · PIPELINE

From CAD model to headset-ready asset

Take a heavy source model and drive it down to a stated triangle, texture and draw-call budget using decimation, atlasing, compression and level of detail — with measurements before and after.

gltfoptimisationbudgets
LAB · XR APP

Grab, teleport and a UI a stranger can use

Build an OpenXR application with direct and ray interaction, comfortable locomotion and spatial UI, then hand the headset to someone who has never used one.

openxrinteractioncomfort
LAB · WEBXR

Immersive from a single URL

Publish a WebXR scene that degrades gracefully to phone and desktop, then halve its first render time through asset and loading work.

webxrthree.jsperformance
LAB · MULTIUSER

Two avatars, one bad network

Build a shared room with avatars and spatial voice, then inject latency and packet loss until it breaks and fix it with interpolation and authority changes.

networkingavatarslatency
LAB · TWIN

A model that reflects reality

Connect a live telemetry feed to a 3D scene so state changes appear in the model, including handling stale and missing data honestly.

digital twintelemetryiot
CAPSTONE · PILOT

An immersive pilot you could fund

Deliver a working application plus the pilot case around it: architecture, asset pipeline, build and distribution, measurement and defined success and failure conditions.

deliverypilotmeasurement
# ecosystem

The tools Metaverse sits next to

Unity
Unreal Engine
OpenXR
WebXR
three.js
Babylon.js
Blender
glTF
OpenUSD
NVIDIA Omniverse
Photon
AWS

Who this is for

  • Software engineers moving into XR, AR or VR development
  • Game and real-time 3D developers targeting enterprise use cases
  • Web engineers building immersive experiences with WebXR
  • Simulation, training and industrial engineers building digital twins
  • Technical architects assessing immersive technology for a business case
  • Product managers and innovation leads scoping an immersive pilot

Pre-requisites

  • Programming experience in C#, C++ or JavaScript depending on the engine track chosen
  • Basic 3D literacy: meshes, materials, transforms and coordinate systems
  • Comfortable with Git, including how large binary assets complicate it
  • Access to an XR headset or a phone capable of AR for the device labs
  • A machine able to run Unity, Unreal or a modern browser-based 3D toolchain
# pricing

Straightforward pricing

Every plan includes 1 year of full LMS access — not just this course, the entire DevOpsSchool LMS: 20+ courses, 50+ tools, videos, quizzes, assignments and projects.

Self-paced video

₹833/mo

Billed yearly at ₹9,996

Enroll now

1-on-1 mentorship

₹99,999

Full program, private instructor

Enroll 1-on-1

Corporate / private batch

8–30 engineers · custom agenda · onsite or online · PO and GST invoicing

Get a custom quote

Refunds. If we cancel or postpone a cohort, you get a full refund within 15 days. There is no money-back guarantee otherwise.

Terms. Course material remains licensed to the attendee. Read the terms.

Your data. We don't share it with third parties. Privacy policy.

Every attendee gets a verifiable certificate

  • Issued per attendee on completion
  • Verifiable at devopsschool.com/certificates
  • Hard copy available on request
  • Corporate batches receive an attendance and assessment report
DevOpsSchool

Metaverse Training

Certificate of completion

# feedback

What engineers say

4.4 / 5 from 26 reviews on Trustpilot.

★★★★★
I took Terraform training with the tutor named Mithilesh. I requested to tailor the course curriculum for my needs. He did an excellent job of showing me how to write the Terraform script per the instructions provided.
jason smith · Trustpilot
★★★★★
My experience with the AIOps training was positive. The course covered important topics in a structured way, and Rajesh Kumar explained the concepts patiently. I found the practical aspects particularly helpful because they made the technical content easier to understand.
AARTI KUMARI · Trustpilot
★★★★★
I was looking to improve my understanding of AIOps, and this training helped me achieve that goal. Rajesh Kumar explained the subject in a structured and practical manner. The sessions on different AIOps concepts were informative.
Sonali Tiwari · Trustpilot
★★★★★
I recently did a SRE Session with Rajesh Kumar from DevOps School and the session was great. Right from 1st day till day 15, we had a very interactive session. Rajesh clarified our doubts and the tool demos were excellent without any hiccups. He simplified the concepts while sticking to the content with a fine balance between theory and practice. Am convinced he is one of the best trainers for SRE & DevOps concepts.
chandrasekaran j · Trustpilot
★★★★★
The Rundeck developer session was excellent and highly engaging. I appreciated how well the session was structured, with the theoretical concepts explained clearly and in simple terms. What stood out most to me was the demo — it was both informative and enjoyable. I especially liked how Rajesh walked us through not only the happy path but also the sad path, showcasing common issues and sharing practical troubleshooting tips.
Raimy Roy · Trustpilot
★★★★★
Rajesh's experience and knowledge are exceptional and we learnt invaluable practical knowledge which we can apply in our production environment. Incredibly friendly and gave us a fantastic insight both in-depth and at a high level of the Rundeck product.
Fire Titan · Trustpilot
# comparison

Why a named practitioner beats a marketplace listing

What mattersYouTube + blogsGeneric online courseFreelance marketplaceDevOpsSchool
Named practitionerNoRarelyVaries per bookingYes — same trainer each time
Production experienceUnknownUnknownUnverified20 years, named employers
Custom agendaNoNoSometimesBuilt from your stack
Onsite deliveryNoNoSometimesYes
Lab environmentNoneSandbox that expiresVariesYour own cloud — skill goes with you
AssessmentNoneQuizRarelyAssignments + capstone per module
Per-attendee certificatesNoSometimesRarelyYes
Corporate invoicingNoLimitedVariesPO and GST
Post-training supportNoneForum, time-limitedNoneLifetime forum access
# questions

Frequently asked

Can the agenda be customised for our stack?
Yes — that is the normal case for a private batch. We start with a discovery call, look at your target devices, engine, asset sources and use case, and rebuild the module list around them. A digital twin project and a training simulation project need very different weightings.
Unity or Unreal — which do you teach?
Whichever you use. The engineering content — runtime, pipeline, interaction, networking, performance — is engine-independent, and labs are delivered against your chosen engine. If you have not chosen, the first module works through the decision with your constraints.
Do we need headsets for the course?
For the device labs, yes — one headset per two or three attendees is workable. The WebXR, pipeline and networking modules can be completed on a laptop with a phone for AR, so a batch without hardware is still viable with a reweighted agenda.
Is this about virtual worlds and avatars or about industrial use?
Both are covered, but the emphasis is engineering that holds up in either. If your use case is a digital twin or training simulation, we expand the enterprise module and reduce the identity and economy content accordingly.
Do you cover blockchain, tokens and virtual land?
Only honestly, and briefly. They are covered in the interoperability module in terms of what they actually solve and what they do not. This is not a cryptocurrency course, and we will not present token ownership as an engineering requirement.
Our prototype runs badly on a standalone headset. Can you fix that?
That is the most common reason teams book this. Bring the project. Profiling on device, draw-call and batching analysis, asset budget work and lighting strategy usually recover a large part of the frame budget within the pipeline and application modules.
How long does a private batch take?
Typically four to five days. The stack, pipeline and single-user application fit in three; adding WebXR, multi-user networking and the enterprise delivery module takes it to five.
Do you deliver onsite?
Yes. Private batches run onsite at your premises, live online, or hybrid. Onsite is usually better here because the device labs benefit from shared hardware and direct observation of first-time users.
What lab environment do we need?
Attendees provision their own environment — a machine capable of running the chosen engine, plus free-tier cloud for hosting and networking labs — and we walk them through it. The environment they build is the one they keep.
What size are batches?
Private corporate batches run 8 to 30 engineers. Public Live & Interactive cohorts are capped at 10 so everyone gets time with the trainer.
Do attendees get a certificate?
Yes — every attendee receives a completion certificate, verifiable at devopsschool.com/certificates. Corporate batches also receive an attendance and assessment report.
What is your refund position?
If we cancel or postpone a cohort, you receive a full refund within 15 days. There is no general money-back guarantee, and GST and gateway fees are not refunded.

Still deciding?

Tell us the team, the stack and the timeline. You'll get a straight answer, not a sales sequence.

Talk to an advisor
# ready when you are

Book a Metaverse trainer — or ask a question first.

  • No spam, no drip sequence
  • Syllabus in 60 seconds
  • A human reply within one business day

Prefer to call or email?

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