Windows Mixed Reality for SteamVR
Project: ‘Windows Mixed Reality for SteamVR’ - Microsoft’s official integration layer enabling Windows Mixed Reality headsets to run the vast SteamVR content library. This initiative bridged Microsoft’s native mixed-reality platform with Valve’s VR ecosystem, requiring deep collaboration across engineering teams, performance optimization across a wide range of OEM devices, and continuous compatibility updates to support new SteamVR features, game releases, and runtime changes. The project played a critical role in expanding the value of Windows Mixed Reality by giving users access to thousands of VR titles on Steam.
Final Role / Title: Program Manager II (full time) - served as a core cross-functional partner to Microsoft’s Windows Mixed Reality engineering teams and Valve’s SteamVR organization, supporting integration development, runtime validation, and device-level compatibility for Windows Mixed Reality headsets on SteamVR. Drove alignment across software, hardware, and partner teams, validated system-level performance and stability, and contributed to release-critical workflows ensuring that SteamVR updates, WMR platform changes, and new OEM devices shipped with consistent quality and a seamless user experience.
What is Windows Mixed Reality for SteamVR?
‘Windows Mixed Reality for SteamVR’ is a Steam-based application that enables Windows Mixed Reality users to play games from the Steam storefront using their Windows Mixed Reality-supported headsets.
Key Features of ‘Windows Mixed Reality for SteamVR’:
Full Steam and SteamVR integration for Windows Mixed Reality-based headsets.
Access to over 6,000+ VR apps, experiences, and tools available through the Steam storefront.
Role & Responsibilities
Led cross-team engineering operations and supportability efforts for the ‘Windows Mixed Reality for SteamVR’ application, coordinating alignment between Microsoft’s Windows Mixed Reality engineering teams, Valve’s SteamVR organization, and partner OEM device teams.
Oversaw a continuous feedback and release-readiness pipeline with external partners to ensure stable, error-free updates that supported hundreds of unique SteamVR titles - including major releases such as ‘Half-Life: Alyx’, ‘Beat Saber’, ‘PAYDAY 2‘, ‘Star Wars: Squadrons‘, ‘Fallout 4 VR‘, ‘The Walking Dead: Saints & Sinners‘, ‘VRChat‘, ‘No Man’s Sky‘, ‘The Elder Scrolls V: Skyrim VR‘ ‘Boneworks‘, ‘Bonelab‘, ‘Hitman III‘, ‘Medal of Honor: Above & Beyond‘, ‘Tetris Effect: Connected‘, ‘Pavlov VR‘, and many, many more.
Designed and operationalized a scalable engagement framework for collaborating with first-party and third-party developers - ranging from small indie studios to AAA publishers - to enable, improve, or troubleshoot Windows Mixed Reality headset support across the SteamVR ecosystem.
Individually authored and implemented hundreds of controller input profiles for SteamVR titles, directly expanding compatibility and ensuring that Windows Mixed Reality users could access a broad, high-quality library of VR experiences with consistent input behavior.
Challenges, Learnings, & Career Impact
Supporting ‘Windows Mixed Reality for SteamVR’ placed me at the center of one of the most strategically important components of the Windows Mixed Reality ecosystem. As customer feedback made it clear that users expected full access to the SteamVR content library, the team invested in building a compatibility bridge that allowed Windows Mixed Reality headsets to run thousands of titles on Steam. Maintaining and evolving this bridge became a long-term challenge - one that required constant adaptation as both the SteamVR runtime and the broader VR market shifted around us.
The most significant challenge emerged as the VR landscape continually evolved and developer attention increasingly shifted toward standalone devices like Meta Quest 2 and Vive Focus 3. With fewer studios explicitly targeting PC-tethered headsets, the SteamVR bridge became the primary mechanism for ensuring that Windows Mixed Reality users could continue to access new VR content. This meant our team had to absorb a growing share of the engineering and support burden, rapidly implementing compatibility fixes, adapting to runtime changes, and ensuring that new SteamVR releases remained stable across a wide range of supported OEM devices.
This experience taught me how to operate within a highly dynamic, multi‑platform ecosystem where success depends on anticipating change rather than reacting to it. I learned how to build scalable support systems, how to collaborate effectively with external partners like Valve, and how to maintain platform quality even when market forces shifted developer priorities elsewhere. It also strengthened my ability to think holistically about platform longevity, identifying where strategic investments could extend the life and value of a product far beyond its initial launch window.
Where to get Windows Mixed Reality for SteamVR
‘Windows Mixed Reality for SteamVR’ was released on Steam in 2018 (current availability may vary).
Windows Mixed Reality for SteamVR - Links & Media
Microsoft: Windows Mixed Reality - Microsoft
Microsoft Learn: Windows Mixed Reality for SteamVR - Microsoft Learn