Courses for scientists

The tools of a modern lab.
In your hands.

Two intensive courses, taught from real research experience. Small groups. Real equipment. You leave with something that works.

May · Game Engines June · Motion Capture Reserve a place
Game Engines for Scientists — building VR experiments in Unity
10–13 May 2027 · 4 days

Game Engines for Scientists

From empty scene to logged data.

Game engines are the most powerful experimental platform most scientists never use. In four days, you'll build and run your own VR experiment in Unity — interactions, conditions, trials and data logging — and deploy it to a headset. No coding or game-dev background required to start.

Small group · max 10 All equipment provided Beginner-friendly Certificate of completion
  • Day 1
    FoundationsThe engine, scenes, objects and physics — your first interactive world.
  • Day 2
    InteractionThe XR rig, hand tracking and controllers — making the world respond.
  • Day 3
    The experimentTrials, conditions, randomisation and trial-by-trial data logging.
  • Day 4
    Ship itDeploy to a headset, run a pilot, and take your data into analysis.
Reserve a place — May 2027
Motion Capture for Scientists — hands-on capture session
14–16 June 2027 · 3 days

Motion Capture for Scientists

From setup to publishable kinematics.

Motion capture done wrong produces beautiful noise. In three days, you'll learn to run a capture session end to end — calibration, clean recordings, troubleshooting — and export kinematics ready for your analysis pipeline. Taught in a working research facility, on the systems used for real studies.

Small group · max 10 Real lab systems No experience needed Certificate of completion
  • Day 1
    Setup & calibrationCameras, capture volumes and calibration — the difference between data and noise.
  • Day 2
    CaptureRecording clean trials, marker sets and markerless workflows, live troubleshooting.
  • Day 3
    AnalysisExport, filtering and kinematics — from raw capture to figures you can publish.
Reserve a place — June 2027
How it works

Designed for researchers.

Everything is built around one goal: you go back to your lab able to do this yourself.

Max 10Small cohorts, individual attention
Hands-onYou build, capture and analyse — not just watch
All-inclusiveEquipment, software and materials provided
One a yearEach course runs once annually — May and June
Sign up

Reserve your place.

Choose a cohort and register your interest. I'll follow up by email with pricing, joining details and confirmation. No payment is taken now — registering holds your spot.

May 2027 · 4 days

Game Engines for Scientists

10–13 May · build a VR experiment
June 2027 · 3 days

Motion Capture for Scientists

14–16 June · setup to kinematics
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Questions

Good to know.

Do I need any prior experience?

No. Both courses are designed for researchers starting from zero — no coding, game-development or engineering background required. If you already have some experience, you'll simply go deeper.

What does it cost?

Pricing is shared by email when you register — it varies with cohort size and institutional arrangements. Registering is free and non-binding, and no payment is taken until your place is confirmed.

What do I need to bring?

Just yourself. All equipment, software and materials are provided. For the game-engine course, you're welcome to bring your own laptop if you'd like to leave with everything installed.

Can you run a course at my institution?

Yes — both courses, plus a one-day 3D Modelling & Printing course, can be delivered to your lab or department. Choose “bespoke” on the form or email me directly.

Who teaches it?

I do — drawing on a decade of sensorimotor research, building the University of Birmingham's markerless Movement Lab, and shipping hand tracking at Meta. You learn the workflows used in real studies.