I am a software engineer specializing in front-end programming and interactive prototyping across PC, Web, and XR platforms. I conceptualize, design, and rapidly prototype gameplay mechanics and immersive experiences, translating creative ideas into functional, high-quality applications. I excel at 3D math, cross-platform optimization, debugging, and collaborative development workflows, using technical precision to deliver scalable, engaging interactive solutions for gaming and immersive experiences.

Andrew Horobin

I am a software engineer specializing in front-end programming and interactive prototyping across PC, Web, and XR platforms. I conceptualize, design, and rapidly prototype gameplay mechanics and immersive experiences, translating creative ideas into functional, high-quality applications. I excel at 3D math, cross-platform optimization, debugging, and collaborative development workflows, using technical precision to deliver scalable, engaging interactive solutions for gaming and immersive experiences.

Available to hire

I am a software engineer specializing in front-end programming and interactive prototyping across PC, Web, and XR platforms. I conceptualize, design, and rapidly prototype gameplay mechanics and immersive experiences, translating creative ideas into functional, high-quality applications.

I excel at 3D math, cross-platform optimization, debugging, and collaborative development workflows, using technical precision to deliver scalable, engaging interactive solutions for gaming and immersive experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Computer Vision Prototyper at Meta/Qualitest
January 1, 2021 - January 1, 2025
Prototyped XR apps and games on Meta Quest headsets to demonstrate software and hardware capabilities, and implemented new XR technology libraries. Prototyped UX flow for Assisted Scene Capture in Unity/C#, shipped with the Quest 3 launch. Engineered 6 multiplayer MR games to demonstrate upcoming Unity XR Plugins and libraries. Led 3D spatial data collection project, capturing 2,000 room scans to support AI training initiatives. Designed Autodesk Maya and Python tools to process and review 3,000+ spatial data recordings within one month. Debugged and modified Unity Plugins using C++ to unblock and accelerate application development.
Unity Programmer at Heartwood
January 1, 2020 - January 1, 2021
Created, updated, and maintained educational simulation apps compliant with Federal Railroad Administration standards, working directly with designers and clients to guide development. Produced 3D training simulations adopted by 12 railroad companies. Designed a flexible guided 3D camera system implemented in 5+ projects and maintained for ongoing use. Developed Unity Editor tools to accelerate and optimize workflows for artists and designers. Resolved hundreds of bugs across more than 10 cross-platform Unity projects, enhancing stability and performance. Delivered customer-ready builds for Windows, Android, iOS, and WebGL/SCORM platforms.
Lead Operations Engineer, Marketplace at High Fidelity
January 1, 2018 - January 1, 2019
Managed daily operations for the High Fidelity digital marketplace and led initiatives to teach users digital content creation. Created and maintained marketplace guidelines, ensuring efficient and reliable content submission workflows. Reviewed and validated 250+ user submissions, maintaining high standards for quality and functionality. Delivered live tutorials and sample content, instructing hundreds of users in developing their own VR experiences. Created 20+ interactive VR content examples on the High-Fidelity platform using Autodesk Maya and JavaScript.
Asset Store Team at Unity Technologies
January 1, 2013 - January 1, 2018
Worked in a variety of roles within the Unity Asset Store, enforcing and improving content submission KPIs and implementing Asset Store content into public-facing examples. Produced 12+ interactive demo scenes in Unity/C# showcased at GDC, Unite, Maker Faire, and other public events. Evaluated and approved 3,000+ Asset Store submissions, ensuring compliance with quality and usability standards. Provided ad-hoc SQL database queries to provide cross-team data insights and KPI’s.
Game Programming Tutor at Balboa High School
January 1, 2016 - January 1, 2016
Mentored students in Balboa High School’s game programming course, fostering practical Unity development skills. Evaluated and graded final projects for 10 student groups, providing constructive feedback to enhance technical proficiency.
Intern at Napa County IT Department
January 1, 2010 - January 1, 2010
Assisted in full-stack development, database management, and IT operations for government services. Developed web applications using C#, ASP.NET, and SQL to support public engagement and communication.

Education

Bachelor of Science in Visual & Game Programming at Art Institute of California - San Francisco
January 11, 2030 - January 1, 2015
Bachelor of Science in Visual & Game Programming at Art Institute of California - San Francisco
January 11, 2030 - January 1, 2015

Qualifications

Unity Certified Developer
January 1, 2016 - May 22, 2026
Unity Certified Developer
January 1, 2018 - May 22, 2026
Unity Certified Developer
January 1, 2016 - May 22, 2026
Unity Certified Developer
January 1, 2018 - May 22, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services, Transportation & Logistics