Test VR Games Like Someone Actually Has To Play Them
Most VR titles ship with motion sickness bugs that could've been caught in week one. We teach you how to find those issues before players do—and why that matters more than you think for retention.
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The Problem Nobody Talks About
Studios are hiring VR testers who've never experienced proper locomotion comfort testing. Then wondering why their games get refunded within the first hour.
What Studios Expect
- Catch frame drops that cause nausea
- Spot hand tracking inconsistencies
- Test across different headset IPDs
- Document comfort ratings properly
- Understand guardian boundary issues
What Most Testers Know
- Basic bug reporting workflows
- General gameplay testing methods
- Standard QA documentation
- Traditional playtesting approaches
- Desktop game evaluation techniques
Why This Gap Exists
Traditional game testing programs don't cover spatial computing. Most instructors have never worked on a VR title that shipped to consumers.
And here's something we noticed after working with three studios in Ljubljana last year—developers often can't tell you what comfort settings should be tested first. Because they learned VR development from YouTube tutorials, not from shipping products.
So testers end up learning on the job. Which is expensive for everyone involved.
How We Actually Teach This Stuff
Hardware First
You'll work with Quest 2, Quest 3, and PSVR2 setups. Because issues behave differently across platforms and you need to know why tracking fails at certain angles.
Real Bug Libraries
We use actual bug reports from shipped titles. You'll see how professionals document comfort issues and performance problems that matter.
Comfort Testing Protocols
Learn the frameworks studios actually use. Not theoretical comfort ratings—the specific tests that prevent refunds and negative reviews.
Performance Metrics
Frame timing matters more in VR than framerate. We'll show you how to measure what actually causes nausea versus what just looks bad.
Accessibility Scenarios
Height variations, IPD ranges, and physical limitations affect gameplay. You'll test with constraints that represent actual player diversity.
Studio Communication
Writing bug reports that developers can reproduce. Because "it felt weird" doesn't help anyone fix the problem.
Program Structure Over Eight Months
VR Fundamentals and Hardware
Two months understanding how VR rendering works and why certain bugs only appear at specific refresh rates. You'll break things intentionally to understand what causes common issues.
Comfort and Locomotion Testing
Learn the difference between vection-induced nausea and framerate problems. Test teleportation, smooth locomotion, and hybrid systems with proper documentation methods.
Interaction System Evaluation
Hand tracking, controller input, and physics interactions. You'll find edge cases where grab mechanics fail and learn how to reproduce them consistently.
Cross-Platform Testing Projects
Final months working with actual unreleased VR titles. Document real bugs, communicate with development teams, and understand the complete testing workflow.
What People Say After Going Through This
We asked graduates from our autumn 2024 cohort what actually changed for them. Here's what they told us.
Kristjan Novak
Testing at indie studio in MariborBefore this I was testing mobile games and thought I could just apply the same methods. Turned out VR bugs are completely different animals. Now I actually understand why certain comfort settings exist and how to test them properly.
Matej Horvat
Freelance QA consultantThe hardware access made the difference. I couldn't afford to buy three different headsets on my own, but testing across platforms is what studios actually need. That practical experience opened doors I didn't expect.
Next Cohort Starts September 2025
Applications open in June. We take 18 people per group because that's how many VR setups we have. Program runs eight months with evening sessions for people who work during the day.