Team
Rune’s been working in the XR industry and immersive technologies for nearly a decade now. Initially started as a hobby with odd projects for indie studios in Germany and arts institutions in Switzerland.
Eventually landing his first major studio gig in Norway with Nolan Bushnell (Atari-founder) backed startup - The Future Group. Rune was the main developer for an undisclosed VR project using the Unreal Engine and C++, a title sponsored by Sony. After this stint, he then moved back to Australia to lead a development team for a government provider/Unity shop visualization studio making their transition into the XR industry.
A member of the first batch of the Oculus Start program, was invited/sponsored a couple of times to Silicon Valley for Oculus Connect, meeting and interacting with several talented up-and-coming developers and representatives from various companies in the industry. Future collaborators that proved vital with his work later in his career.
Rune’s big break came when Valve purchased his opensource SteamVR UE Input plugin originally developed as a hobby and proof-of-concept. The plugin didn’t require an engine rebuild, making it accessible to most developers, and filling a then huge gap in the market.
This formed the foundation for the official SteamVR Input plugin commissioned by Valve and eventually making it into the engine itself in collaboration with Epic Games - this key contract became the start of Beyond Reality Labs.
Rune has also completed a major project for the Khronos Group, the organization responsible for the OpenXR, Vulkan, and GLTF standards. He developed a helper library for OpenXR platforms to integrate into their runtimes, providing portable custom input bindings for users.