
After writing my post, featured in the Towards Data Science magazine on Medium, titled The Power of Artificial Intelligence (AI), Virtual and Augmented Reality (VR and AR) on Medical Imaging at GPU Tech Conference (GTC) 2017, I was approached b a publisher to write a book on how to create Pokemon Go from scratch in augmented reality (AR) across 6 different Headmounted Displays (HMDs) in 6 months.

The elements I wanted for the book wanted to go beyond something so simplistic for what I felt would do the industry justice and to warrant about a yearβs worth of my time to work on a project.

Instead, I had the idea of conceptualizing a text that would involve some chapters on software engineering topics such as: computer vision and cross-platform development. After in-depth talks with several of my colleagues (many of whom have continued to become contributors or co-editors), we pitched the book to a different publisher.

With my co-editors, Steve Lukas (formerly Magic Leap, currently QualComm), and Vasanth Mohan (a.k.a. FusedVR on YouTube), we published the book.

Much thanks to the sponsorship and guidance of design and engineering legends, John Maeda, and Tony Parisi who wrote the foreword and afterword for the book.

We launched our book at the headquarters of Unity in San Francisco. Pictured above from left to right reviewer, Micah Stubbs, our chapter contributors, Silka Sietsma (former Adobe, Head of Emerging Design, Nicolas Meleau (Unity, Director of AI Research), myself, Steve Lukas (co-editor, QualComm, previously at Magic Leap), Jazmin Cano (Owlchemy Labs, Product Manager, formerly High Fidelity), Rosstin Murphy (Niantic, Senior Software Engineer, former STRIVR), and friend, Jon Oakes (reviewer), to the top is Timoni West and Arthur Juliani (Unity).
The book is written into three distinct parts. Whether you are a 3D artist or designer, software engineer on the application layer or those building behind the scenes, a business person or project manager, each section of the book contains chapters for you to peruse through.


Since the release of the book it has distributed in over 24 countries. Upon demand from our readers and support from our publisher, the book eventually was translated into Chinese and Korean in 2020. It has gained awards, first landing in first place in Game Programming books on Amazon during its debut, to being ranked #2 among Top 10 Best New VR Books to Read in 2019 by Book Authority.

Additionally, our book was used as official curriculum for those developing immersive application and experiences for Univision.


You can purchase the book on our Creating AR VR Book Website here at creatingarvr.com, Amazon and other major book stores.
