Andrea Horvath

Software Engineer, Problem Solver


MeetKai

2021 - Present

I joined MeetKai shortly after graduating from Santa Clara University and have since worked across interactive web, 3D, and XR projects. My work has included customer-facing experiences built with React, TypeScript, and BabylonJS, internal editor tools and content management systems, company websites built with Next.js and Tailwind, and large-scale interactive product experiences for partners such as BYD.

My team later expanded into immersive training and educational applications, building reusable systems with Wonderland Engine, Unity, and React while helping adapt experiences for desktop and mobile.

Editor Platform

This was the first large-scale project I worked on at MeetKai. The goal was to create a web-based 3D scene editor where users could place, configure, and manage interactive content inside virtual environments. Although it was originally intended to be client-facing, it eventually became the primary internal tool used to build nearly every interactive experience at the company.

Undo/Redo

I owned and maintained the editor's undo/redo framework, a command-based system that powered nearly every content-authoring workflow in the platform. As the sole engineer responsible for the feature, I designed new command types, supported evolving editor workflows, and maintained the system as the editor grew.

Beyond standard undo/redo functionality, the framework handled editor-specific challenges such as grouped object operations, blueprint editing, and preserving history across object deletion and restoration workflows. The result was a reliable editing experience that became a foundational part of the team's daily content creation process.

Example of undo/redo

Extending Editor Workflows

As new projects came along, I frequently expanded the editor to support new asset types and workflows. One example was a platform-aware image asset that allowed us to specify different images for desktop, mobile, and VR experiences from a single editor interface.

Example of platform-specific image configuration within the editor.

I also designed and implemented the "jumpscare" asset system used in Sony's Survive Thanksgiving world. While originally created for scare sequences, the system evolved into a flexible event framework that supported trigger-based interactions, one-time events, and other scripted moments throughout a scene. I go into more detail on how it worked below.

BYD Vehicle Inspection System

I built and maintained a metadata-driven vehicle inspection framework in Babylon.js that powered interactive experiences across multiple BYD vehicle models. The system automatically generated interactive hotspots from data embedded within 3D assets, allowing features such as doors, trunks, sunroofs, ambient lighting, infotainment screens, and interior views to be configured directly from the model.

I developed the interaction layer responsible for hotspot behaviors, animation playback, conditional feature availability, and state management, while also creating the camera systems used for orbiting vehicles, switching between interior and exterior views, and navigating to feature-specific viewpoints. The platform supported desktop, mobile, and VR experiences and served as the foundation for onboarding and maintaining new vehicle experiences within BYD World.

Because the inspection system was heavily driven by model data, I worked closely with both UI/UX designers and 3D artists throughout development. With designers, I helped iterate on interaction patterns, camera transitions, and feature presentation to create a polished and intuitive inspection experience. With 3D modelers, I coordinated the structure and metadata requirements of vehicle assets, defining how animations, camera sockets, interaction points, and feature data would be embedded within models so they could be consumed reliably by the application. This close collaboration allowed content creation and engineering workflows to evolve together as the platform expanded.

Product Display & Inspection Framework

Many experiences at MeetKai relied on virtual showrooms where users could browse products, view details, and inspect items in 3D. These experiences were powered by a shared carousel and inspection framework used across multiple projects.

Although I did not originally develop the system, I eventually took ownership after leading a major optimization and refactoring effort. I improved performance, streamlined content-authoring workflows, expanded the feature set, and became the sole maintainer responsible for supporting designers and project teams.

Over time, the framework evolved into a stable, reusable platform that powered a wide variety of storefront and product showcase experiences.

An example home walkthrough

Survive Thanksgiving Event System

For Sony's Thanksgiving experience, I developed a reusable trigger and event framework that allowed designers to create jumpscares, scripted sequences, environmental effects, and one-time interactions without engineering support.

The system allowed trigger volumes placed throughout a scene to activate animations, audio, UI, lighting changes, camera movements, and other custom events through editor-configurable data. Although originally created for horror-focused content, it quickly evolved into a general-purpose interaction system used across multiple experiences.

As the sole contributor and long-term maintainer of the feature, I was responsible for both the runtime systems and the supporting editor tooling. One of the most rewarding aspects of the project was seeing the same framework scale from simple interactions to complex scripted encounters.

Examples of scripted events created using the trigger framework.

FSU Social Worker Simulation

This project was developed as a training tool for Florida State University to help social work students practice child welfare and case investigation skills in a virtual environment. Trainees could explore realistic homes, identify points of interest, interview virtual residents, and document observations as part of a simulated case investigation.

My work focused on gameplay systems and scenario functionality within Wonderland Engine, supporting evidence gathering, environmental interactions, and case-based training exercises. I implemented and maintained many of the systems that connected the 3D simulation to the surrounding React application, ensuring that user actions, collected evidence, and reporting features remained synchronized throughout each scenario.

I also worked closely with the project's UI/UX designer to refine the React-based interface, helping translate designs into a responsive experience that guided students through onboarding, investigations, and final report generation.

An example home walkthrough

Company Websites

In addition to interactive 3D experiences, I contributed to the development of several company websites built with React, Next.js, and Tailwind CSS. My work included implementing responsive UI components, integrating content-driven workflows, and collaborating closely with designers to translate mockups into production-ready interfaces.

These projects gave me an opportunity to work outside of 3D applications and focus on building polished web experiences with an emphasis on usability, responsiveness, and maintainability.