Session

Gotta Render ’Em All: Building a VR Pokédex on Meta Quest 3 with Kotlin and Jetpack Compose

Virtual reality can feel inaccessible to many Kotlin developers, with headsets, 3D scenes, and unfamiliar input models making even a basic “hello world” seem intimidating. This beginner-friendly session walks through each step of a real coding journey: from a minimal “Hello, VR World” to a fully working Pokédex-style prototype running on a Meta Quest 3, all powered by Kotlin and Jetpack Compose.​

Starting from a blank canvas, a simple Compose project gradually evolves into an immersive VR experience. Together, we will render basic content in 3D space, add a list of available Pokémon, and then drill down into an individual Pokémon’s stats in a dedicated detail view.​

Along the way, the session shows how familiar Compose concepts map into spatial UI: how Composables become panels floating in space, how navigation patterns translate into moving between VR views, and how state flows through the app as interactions move from controllers to the scene. The talk also demystifies how the Meta Quest runtime connects Kotlin, Compose, and 3D assets to produce a smooth, headset-ready experience.​

Attendees will leave with a concrete mental model of how to structure a Kotlin-based VR app. No prior VR experience is required; if you are comfortable with basic Kotlin and Jetpack Compose, you will be able to follow the full iteration from the first text on screen to an end‑to‑end VR Pokédex prototype that you can adapt to your own ideas.

Jessé Moraes Braga

Jessé believes good software changes the way people interact with one another and with the world.

Hamburg, Germany

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