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  • 2 days ago
A conversation with a Valve designer reveals that they did, in fact, see the fan-made controller mockups. Discover the core design philosophy that guided the creation of their latest piece of gaming hardware.
Transcript
00:00There were people on Reddit being like, oh, this Valve are totally going to do this with the Steam Controller.
00:04And you know what, like some of their mock-ups were pretty spot on.
00:08Yeah.
00:09And I was just wondering if you had any like bolder, like sort of different visions for what it was
00:13going to be like before you went, oh, you know what, we could do this.
00:16We saw a lot of those and we would see them sometimes like, oh, that one's pretty close, that's pretty
00:19close.
00:20In this instance, like because we knew we were coming from the Steam Deck and we wanted to be familiar,
00:24it was less about like all the different unique ways we can put the inputs together, but more about how
00:31do we take the inputs essentially laid out the same way that they are in the Steam Deck and put
00:36it in a controller in a comfortable way that doesn't feel too big, inputs feel accessible even for people with
00:40smaller hands.
00:41That was more of the challenge.
00:43And so there was a lot of iteration around like ergonomic changes and then like a lot of ID concepts
00:49and how do we want to highlight the features.
00:51Not so much like do we switch these inputs and have one up high and one down low as opposed
00:56to where they are on the Steam Deck.
00:58We wanted it to be familiar.
00:59We didn't want to have like too much muscle memory impact going back and forth.
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