Andrew June is a senior software engineer and games industry veteran with 13 years of experience shipping titles that have generated over $200M in revenue and earned multiple industry award nominations. Based in Seattle, he blends engineering and design, having led performance optimization, asset pipelines, and platform delivery across console, PC, and mobile projects at studios and companies like PopCap, Sucker Punch, and Unity. He has a strong track record scaling teams and products—growing engineering groups, reducing build and load times dramatically, and improving install sizes and retention through pragmatic technical solutions. As a consultant and advisor he helps studios with architecture, technical due diligence, and hands-on co-development for real-time 3D applications. He also contributes to open-source tooling for code completion (notably improving C#/OmniSharp support in ycmd), demonstrating backend systems craft beyond games. His practical mix of low-level systems, tooling, and game design makes him effective at turning creative ideas into performant, ship-ready experiences.
12 years of coding experience
17 years of employment as a software developer
B.Sc. Computer Science Mathematics Real Time Interactive Simulation, B.Sc. Computer Science Mathematics Real Time Interactive Simulation at DigiPen Institute of Technology
Contributions:5 commits, 2 PRs, 5 comments in 5 months
Contributions summary:Andrew primarily focused on enhancing the C# completion server functionality within the ycmd project. Their contributions involved configuring and managing the OmniSharp server, including specifying port options and ensuring proper server shutdown procedures. They also refactored code to improve port selection logic and make user-specified port configurations more reliable.
Contributions:26 pushes, 1 branch in 8 years 6 months
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