Game and Software Engineer
Specializing in Unity application design, virtual/augmented reality (VR/AR) architectures, and client-server integrations.
A Brief Journey
I am a Game and Software Engineer experienced in directing technology strategy and leading engineering workflows for immersive products. Focused on Unity development, VR/AR architectures, and multi-platform porting, I construct simple, type-safe, and highly modular digital solutions.
Please feel free to reach out directly at huertasAndrew@outlook.com.
Featured Project
Devotion Portal • Simulated Reality Professional Project
A multi-platform client application spawned from the Reality Viewer System (RVS) to experience sacred destinations. Integrates core RVS technologies, showcasing content such as the '7 Miracles' volumetric film utilizing the 4DViews SDK, 'The Holy City' Jerusalem VR experience, and guided tours of major global Marian shrines (Lourdes, Guadalupe, Aparecida, Círio de Nazaré, Fatima). Features Gyro Mode, face-tracking-based window perspective shifts, generic voice commands/AI Guide, multiplayer room synchronization, and a companion web application.
Recent Professional Experience
Chief Technology Officer (CTO)
Simulated Reality • Westlake Village, CA (Hybrid)
- Directed frontend/client-side Unity strategy, managing the growing Unity engineering team while collaborating with a lead backend developer to coordinate server operations.
- Architected the REAL Launcher (used by i-Series, x-Series, and Vision devices) under a contract for Sixense/Penumbra. Built the launcher as a single Unity-based codebase (spawning i-Series wellness, FedRAMP-aligned x-Series Government VA, and Vision VR HR training versions, with support for launching external Unreal-based applications) distinct from the Unreal-based, body-tracker y-Series system. Bypassed VR controllers by utilizing Android administrative APIs on HTC Vive Focus to enable gaze-only navigation, silent installations, and Wi-Fi setup.
- Co-developed the patented REAL Connect WebRTC communication system connecting VR headsets with web-based desktop clients, and built Unity/Unreal SDKs for third-party platform integration.
- Led cross-functional integration efforts and strategic partnerships with external vendors (Sixense, Penumbra) to ensure security alignment and deployment readiness.
- Provided feedback on backend APIs used by the Unity client and stepped in to debug Node.js and Express.js server logic to resolve critical path issues.
Lead Software Engineer
- Led the initial client-side team on the Universal Video Player (UVP) volumetric 4DViews integration pipeline in Unity while remaining hands-on.
- Led a separate client team developing the 'World Traveler' video player during COVID-19, which served as the prototype for the REAL Launcher (integrating the initial VR HR training project that became Vision, and evolving to support the i-Series and x-Series device platforms).
- Collaborated with backend Node.js engineers to design API schemas and Cache Loader systems for app installation scripts.
- Established Git-based version control standards, branching strategies, code reviews, and QA workflows across both engineering teams.
Software Engineer
- Served as the sole developer on an unreleased internal volumetric video player project using the 4DViews SDK in Unity.
- Developed Unity AR Foundation components integrating ARKit and ARCore to support previewing volumetric videos and 3D models in the real world.
- Supported volumetric playback environments on virtual reality (VR) headsets and Magic Leap devices using the Magic Leap SDK.