KEITH BRADNER VR DEVELOPER

Virtual Reality adds an extra dimension to computing and I love exploring it.

Keith Bradner

About Me

My first programming job was at Microsoft in 2005 working on Windows Mobile. Following that I worked on CRM software, and then moved into mobile game development full time in 2010. Mobile is cool, but I knew it wasn't quite the right fit.

In 2012 I took a risk on a Kickstarter project. I was pretty skeptical when that first Oculus dev kit showed up at my door but I became a believer on my first roller coaster. I've had the opportunity to work on some of the most exciting projects in the VR space. I pioneered native VR streaming with VREAL, helped thousands of developers solve physical object interaction with NewtonVR, and brought your hands into the virtual world with Bend Labs.

Since 2018 I've been contracting at Valve. Initially working on prototyping with the Index Controllers, then SteamVR Input, the SteamVR Unity Plugin, doing developer outreach, and The Lab: Hands On update. Most recently I've been helping with OpenXR, Steam Link VR, controller compatibility mode, and automatic rebinding.

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20+ Years

Software Development Experience

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13+ Years

VR Development Since 2012

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7+ Years

Contracting at Valve

Featured Projects

Pushing the boundaries of virtual reality interaction and experience

SteamVR 1.26 announcement
Infrastructure

SteamVR Development

Developer | Valve Corporation | Present

Ongoing work on SteamVR Input system, SteamVR Unity Plugin, OpenXR extensions, Steam Link VR, controller compatibility mode, and automatic rebinding. Conducted developer outreach and created tools used by thousands of VR developers worldwide.

SteamVR Input OpenXR Support Unity Plugin
The Lab: Hands On
Gaming

The Lab: Hands On

Developer | Valve Corporation

Major update to Valve's flagship VR showcase game featuring 8+ mini-experiences in the Portal universe. The Hands On update brought physical interactions, articulated robot hands, and Steam Input rebinding support to all VR users on Steam.

Physics-based Interactions Articulated Robot Hands Rebinding Support
Microsoft Build 2018 Talk
Speaking

Designing Realities - Building experiences not games

Speaker | Microsoft Build 2018

Presentation at Microsoft Build 2018 discussing building discrete VR interactions into immersive realities people want to live in. Explored how game development tools need to evolve to support broader interactive experiences and the design principles needed for this new medium.

Microsoft Build 2018 VR Design Philosophy Industry Speaking
Valve Index Controllers
Hardware

Valve Index Controllers

Initial Prototyping | Valve Corporation

Next-generation VR controllers featuring individual finger tracking and force-sensitive grip and pinch. Prototyped interactions with early versions of the controllers that would become the industry standard. Eventually released an example Unity project called Moondust which demonstrated the controllers' capabilities on Steam and the source code on Github.

Force Sensors Natural Grip
Bend Labs Hand Tracking
Hand Tracking

Bend Labs

VR Development & Developer Relations

Developed VR hand tracking solutions using patented soft silicone sensor technology. Created an easy to use SDK for developers. Continued software prototyping for investor and customer demos. The company was acquired by Nitto Denko in 2022 and rebranded as Nitto Bend Technologies.

Sub-degree Accuracy Drift-free Tracking Nitto Denko Acquired
VREAL Platform
Innovation

VREAL

Lead VR Developer

Pioneered native VR streaming platform, allowing viewers to step inside VR games with streamers in real-time. Supported 10+ simultaneous in-VR viewers with voice chat moderation and independent-perspective viewing. "Twitch for VR, on Steroids" - UploadVR

10+ Concurrent Viewers Real-time VR Streaming
NewtonVR Framework
Open Source

NewtonVR

Development Lead & Co-creator | Tomorrow Today Labs

The first Physics-based VR interaction framework for Unity that revolutionized how developers handle object interaction. Features mass-based physics, cross-platform support (Oculus/SteamVR/WMR), and was used by thousands of VR developers worldwide.

500+ GitHub Stars 1,000s of Developers 2015 Release