controlled car, or make them into a zombie
as Yates puts it. Luckily, the zombie machine
didn’t make it into the final product.
The magic formula to stop nausea
ended up being a mixture of several things
all working fluidly together. The physical
display needed to be able to update at
incredible speeds to keep your eyes from
noticing any delay, and the tracking of
your movements needed to be extremely
accurate. Any little movement had to be
translated through the system and to your
eyes before you could perceive a change.
“Finally ... the conversation could move
on from motion sickness,” says Yates
teammate Christen Coomer.
FABRICATING PROTOTYPES
Once Valve settled on a tracking technology
and a display system, things began to go
incredibly fast. Modern desktop fabrication
tools allowed the team to try new ideas very
quickly. Many of the early prototypes looked
like things that someone could make at
home, and Yates agreed, this tech isn’t out
of the reach of an enthusiast.
“3D printing is core to our ability to do
this,” says Yates. “I don’t know how we could
have done all of this without it. We have
3D printers, laser cutters, and a PCB mill.
Those are really the three fundamental tools
you’d find in a makerspace and that’s really
all you would need to do most of this.
Valve’s background was in software,
where you can make an update or “patch”
and distribute it within hours. Rapid
prototyping allowed them to carry this
methodology over into hardware. The
engineers could create a prototype and get
feedback from their peers in the morning,
and have a revised physical item fresh out of
the 3D printer in the afternoon. Previously,
something like this would involve weeks of
waiting while a prototype was constructed
elsewhere, then delivered.
During this type of process, there are
happy accidents that take on a life of their
own. You can be developing one experience
and every tester steps inside and does the
same unplanned action, but they all love
it. That unplanned feedback ends up being
the direction you should go. This is true in
both hardware and software experiences.
If everyone picks up a controller the same
“wrong” way, it is your design that is wrong
and should be adjusted.
Sharing is integral, Coomer explains. “If
you’re doing something privately, you’re
not learning,” he says. And what the team
learned is that in virtual reality there were
no hard rules. “Everything we thought we
knew was out the window.”
Valve continued refining the design
drastically even a few weeks before the
commercial release of the VR headset.
The team didn’t have an established road
map, so trying new ideas was their primary
method of determining what worked and
what didn’t. They’d push out prototypes
to coworkers to get feedback as early and
often as possible, and cancel those that
didn’t pan out — they realized there was no
point refining and polishing a prototype that
they were not going to pursue.
Since Valve was built on the makers who
modded games, the team is eager to see
how people mod the HTC Vive hardware.
The device had only been out on the market
for a few weeks and yet people were
already customizing and altering them.
One person replaced the elastic straps with
the head harness from a welding mask,
allowing for easier transition from wearing
to not wearing the goggles. One team
of developers used a tracked controller
mounted to a camera to overlay the game
environment onto footage of a person
playing it, allowing someone to watch a
video and see the player immersed into
the game world. These were unexpected
modifications, and welcomed completely by
the company.
RECRUITING AT MAKER FAIRE
How does a person end up as a virtual
reality engineer at Valve? The short answer
is to get out there and make stuff. Valve has
been very open with their hiring practices.
Their employee handbook, riddled with
humor and great illustrations, is open to
the public. The most striking illustration
in that handbook is the description of the
ideal employee. They call it the “T-shaped”
employee — someone who has a single
area of specialty, but a very broad range of
general knowledge. This is necessary, as
you really need to be flexible and able to
react to feedback, constantly pivoting toward
a better product.
Maker Faire, as it turns out, is a perfect
place to find these people. Of the handful of
virtual reality engineers I spoke with during
makershed.com28
Special Section
VR/AR | HTC Vive Prototypes
1. Vive prototypes, from oldest to newest.
2. The “zombie machine,” a galvanic
vestibular stimulation prototype.
3. Evolution of the laser detecting
sensors that allow the Vive tracking
system (called Lighthouse) to work.
4. Lighthouse base station evolution.
Note the early prototype that used two
hard drives hacked in half.
5. Designing various geometries to find
the best results in tracking controllers.
6. Alan Yates models an early unit
featuring a hacked LCD monitor moved
by gripping a handle with your teeth.
7. The robotic arm used for testing
accuracy of positional tracking.
1
3 4
PHOTOS
2
M52_026-9_SSvive_F2.indd 28 6/15/16 9:32 AM

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