Unger called it a "three-day secret summit," while fellow participant and Owlchemy Labs founder Alex Schwartz described it as a kind of event draped in NDAs "with snipers perched on the roof." Roughly two dozen people attended the meeting, including a few from Valve and HTC, but most of the attendees weren't even told what the meeting would be about.
Unger suspected it had something to do with VR, since he'd been working on VR adventure game since early 2013.
I couldn't take a photo of any of that experience; it's not physically possible to see inside the unit's displays with my trusted Canon.
What's different in this one is Faliszek's major directive: "This isn't a sitting demo, but a standing demo, so go ahead and stand up," he tells me.Suddenly, I didn't really care about all the stuff I'd taken photos of, or stuff I'd wanted to take photos of.Forget the rest of this six-story office; I just walked beneath a giant whale, painted a giant 3D cartoon character, walked over a little virtual army, taunted a massive beast, shot a bunch of arrows around a room, stomped over real-life mountains, cooked a nice ham sandwich, and stared into the eyes of Valve's famed Glad OS."This one's not as good as the others," he dryly remarked by the time we found the sixth one."But you can take a photo of it." I mention this photo restriction because my entire tune changed after I arrived at the whole reason I'd scheduled the studio visit in the first place: the Steam VR prototype development kit.
My tour guide, the comfortably grumpy Chet Faliszek—the company's longtime game-script writer and PR face—mentioned issues with legal clearance of those photos. My Canon T3i also had to remain sheathed when we reached a room full of convention clutter, which included such detritus as boxed TVs, stands, cables, wires, and a giant tub full of Steam Controller shells.