Virtual Reality adds an extra dimension to computing and I love exploring it.
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.
Software Development Experience
VR Development Since 2012
Contracting at Valve
Pushing the boundaries of virtual reality interaction and experience
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.
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.
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.
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.
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.
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
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.