Contact: robert.drsj(at)gmail.com
Hey there!
I’m a Software Engineer with 8+ years of experience building immersive XR apps, mobile apps, and internal tooling in Unity/Unreal; and 2 years of backend experience using Google Firebase and AWS. Industry expertise includes healthcare, education, aerospace, manufacturing, energy, and government.
Looking forward to working with you!
XR Software Engineer @ Immersive Hearing Technologies (November 2024 - Present)
AWS Authentication & App Licensing Solution (Present, Meta Quest 3 & Android)
Constructed the company’s backend from scratch with AWS SDK for .NET and Unity in order to manage user app access and automate software license distribution.
XR Passthrough Update (2025, Meta Quest 3)
Designed and implemented passthrough functionality and usability improvements for a deployed hearing aid demo application, which was released to World of Hearing clinics worldwide with no reported issues.
Local TCP/IP Multiclient Server (2025, Android)
Constructed a local TCP/IP endpoint solution where Unity Android/VR apps can send and receive commands between a server and multiple clients, which was used to replace the existing UDP/IP serverless solution.
Simulation Operations Specialist @ University of Virginia School of Medicine (October 2024 - Februrary 2025)
Collaborated with faculty from the College of Nursing and College of Medicine to operate manikin simulation vital signs and act as the simulated patient or caregiver for students. Troubleshooted issues involving simulation manikins, AV equipment, and networking.
Unity Developer @ Osso VR (June 2022 - May 2024)
Brand Configuration & Colorblind Verification Tool (2023, Unity Editor)
Initiated and executed the process of redesigning and developing the Interaction Highlights feature to be more accessible for medical simulation designers, developers, and users whilst providing more flexibility for custom organizational branding.
Game Dev Social with Coworkers (2023, Unity Editor)
Led the biweekly Game Dev Social where coworkers were taught (1) Unity features that were commonly used outside of their daily work routine in other industries, (2) Unity features they used often but to solve different problems, and (3) game design principles that relied heavily on psychology, interaction design, architecture, math, and other disciplines.
C-Arm Configuration Tool (2022, Unity Editor)
Redesigned and refactored internal c-arm component scripts to be more user-friendly for medical simulation designers when creating surgical simulations.
Adjunct Instructor - Digital Gaming and Simulation @ Houston Community College (August 2022 - December 2022)
Instructed online students on utilizing game engine software, primarily Unity, via the Game Engine course. (Explorative Career Opportunity)
XR Software Engineer @ Tietronix Software (March 2019 - June 2022)
First Responder Simulation SBIR Phase II (2021, HTC Vive Pro Eye)
Significantly reduced simulation latency issues by ~150%, drastically improved render quality, and facilitated human factors research studies to simulate and observe stress within first responder experiences and roles. Study: Stress Management as Key Factor for Enhanced First Responder Training: Virtual Reality at the Service of Life Savers
Interactive 3D Engine as Touchtable (2020, Universal Windows)
Refined the user experience and technical performance of an existing touchtable app to be used 24/7 in the demo room of a commercial trucking manufacturer.
Endoscopy Simulation (2020, Meta/Oculus Quest)
Adopted a project that was significantly overbudget and a year overdue, and assumed responsibility as the sole developer with high quality execution and delivery with quick turnaround.
Phased Array Modding (2019, HoloLens)
Accelerated negotiations between Northrop-Grumman and Tietronix for future SBIR opportunities as the lead app designer and developer.
3D Tabletop Graph (2019, HoloLens)
Successfully executed an adopted project that began as overdue and required completion within one week using the client’s dataset. The success of this project led to the Phased Array Modding opportunity.
Interactive 3D Engine as Mixed Reality (2019, HoloLens)
Redesigned an iPad app for HoloLens that became routinely demonstrated to clients interested in HoloLens software development with Tietronix.
Homestead Helper @ Carhuaz, Peru (June 2025)
Volunteered for a rural Peruvian homestay to assist low-income families with crop gathering, cooking, and supplies provisioning.
Assistant Organizer and Contributor @ Itch.io Hurricane Relief Fund (September 2017)
The Hurricane Relief Bundle was a package of downloadable games and other work on Itch.io, organized to raise funds for Hurricane Irma relief efforts. Over $10,000 was raised through shared efforts with other organizers and contributors. The Game Brainstorming App was included in this bundle.
VR Exhibit Staff Member @ Indie Megabooth (July 2017)
Volunteered at Indie MEGASHOW’s first exhibition in Atlanta, GA to help showcase creative indie communities (art, music and games) and grow the independent game developer scene further.
Mentor for Game Design Concepts Group (Summer 2015)
Constructed manual/digital prototypes of interactive media, practiced critical analysis skills, and researched relevant topics to simulate player experiences.
B.S., Psychology & Minor in Technology Leadership and Innovation Management @ The University of Houston (Main)
Google IT Support Professional @ Google
Certified Healthcare Simulation Operations Specialist (CHSOS) @ Society of Simulation and Healthcare
English (fluent), Spanish-LATAM (intermediate), Korean (beginner)
Over the next 8 years, there are three specific goals I intend to accomplish: (1) Publish a products on the Unity Asset Store, (2) obtain a graduate degree in STEM and (3) become fluent in Spanish in a professional capacity.
Over the last 8 years, I’ve learned much about common pain points in XR and app production, and I would like to share some of the solutions I’ve created with other creators and organizations. I also believe that expanding my knowledge into fields outside of XR will aid my growth as a Software Engineer and Project Manager. To that end, a graduate degree and supplemental certifications will help get me there.
As for Spanish, it has been a great experience thus far to immerse myself in other cultures (most recently in LATAM), and learning a new language has provided me with a new avenue towards understanding rural and indigenous communities, as well as becoming a more effective volunteer and global citizen. And as someone who spends most of their professional time in front of a computer screen, volunteering allows me to be more physically and socially active whilst providing balance between high- and low-tech lifestyles.
In summary, I intend to achieve the following goals by 2032:
AWS Authentication & App Licensing Solution (2025, Meta Quest 3 & Android)
Constructed the startup’s backend from scratch with AWS SDK for .NET and Unity in order to manage user app access and automate software license distribution.
XR Passthrough Update (2025, Meta Quest 3)
Designed and implemented passthrough functionality and usability improvements for a deployed hearing aid demo application, which was released to World of Hearing clinics worldwide with no reported issues.
Local TCP/IP Multiclient Server (2025, Android)
Constructed a local TCP/IP endpoint solution where Unity Android/VR apps can send and receive commands between a server and multiple clients, which was used to replace the existing UDP/IP serverless solution.
First Aid Interactive Onboarding (2024, Meta Quest 3)
Designed and developed a mixed reality proof-of-concept app for the Meta Quest Presence Platform Hackathon to teach users how to use common first aid supplies to treat a deep leg wound.
Brand Configuration & Colorblind Verification Tool (2023, Unity Editor)
Initiated and executed the process of redesigning and developing the Interaction Highlights feature to be more accessible for medical simulation designers, developers, and users whilst providing more flexibility for custom organizational branding.
Game Dev Social with Coworkers (2023, Unity Editor)
Led the biweekly Game Dev Social where coworkers were taught (1) Unity features that were commonly used outside of their daily work routine in other industries, (2) Unity features they used often but to solve different problems, and (3) game design principles that relied heavily on psychology, interaction design, architecture, math, and other disciplines.
Neighborhood Shopping App (2023, Android/iOS)
Designed and developed a mobile app where locals can set up a mobile temporary shop anywhere whilst broadcasting their location to nearby locals.
C-Arm Configuration Tool (2022, Unity Editor)
Redesigned and refactored internal c-arm component scripts to be more user-friendly for medical simulation designers when creating surgical simulations.
NASA XOSS Mars Simulation SBIR (2022, HTC Vive Focus 3)
Implemented multiplayer support for virtual Mars Rover driving and passenger seating using Unreal.
Long-Distance Medical Robotics (2022, HoloLens 2)
Constructed an Arduino robot prototype with Wi-Fi and Bluetooth connectivity, programmed to be remotely controlled by a HoloLens.
Oil Coalescer Onboarding (2021, HoloLens 2)
Redesigned a VR app for HoloLens 2 to support mixed reality and guided locomotion.
First Responder Simulation SBIR (2021, HTC Vive Pro Eye)
Significantly reduced simulation latency issues by ~150%, drastically improved render quality, and facilitated human factors research studies to simulate and observe stress within first responder experiences and roles. See: Stress Management as Key Factor for Enhanced First Responder Training: Virtual Reality at the Service of Life Savers
Interactive 3D Engine as Touchtable (2020, Universal Windows)
Refined the user experience and technical performance of an existing touchtable app to be used 24/7 in the demo room of a commercial trucking manufacturer.
Endoscopy Simulation (2020, Meta/Oculus Quest)
Adopted a project that was significantly overbudget and a year overdue, and assumed responsibility as the sole developer with high quality execution and delivery with quick turnaround.
Phased Array Modding (2019, HoloLens)
Accelerated negotiations between Northrop-Grumman and Tietronix for future SBIR opportunities as the lead app designer and developer.
3D Tabletop Graph (2019, HoloLens)
Successfully executed an adopted project that began as overdue and required completion within one week using the client’s dataset. The success of this project led to the Phased Array Modding opportunity.
Interactive 3D Engine as Mixed Reality (2019, HoloLens)
Redesigned an iPad app for HoloLens that became routinely demonstrated to clients interested in HoloLens software development with Tietronix.
Faux Fliers (2017, PC Executable)
Designed and developed a 3D flying game prototype where you fix an airplane while flying it.
Partial (2016, PC Executable)
Designed and developed a 2D platformer game prototype where you rescue small animals alongside allies while avoiding falling debris. The game was also designed to accommodate those with total vision loss so it could be played with audio only.
Game Brainstorming App (2016, PC Executable)
Designed and developed a tool to help new game developers learn more about game design concepts and generate constraints to brainstorm new game ideas.