Andrew Spiering

Director Of Engineering at Stoke Games

San Francisco, California, United States
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Summary

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Rockstar
Andrew Spiering is a Director of Engineering in San Francisco with 14 years building high-performance game and server runtimes for major studios and platforms. He has led cross-disciplinary teams at Riot Games and Unity Technologies, architecting scalable server backends, Unity server runtimes, and mobile-optimized clients for live-service titles. His hands-on background spans C++, C#, cloud infrastructure, and transport-layer networking—contributing to Unity’s Netcode for GameObjects and Unity Transport Package. At KIXEYE and Zynga he designed server-authoritative systems and game services that supported large concurrent player bases. Known for bridging low-level systems work with product-driven engineering leadership, he brings rare depth in both platform integrations (Apple/Google/console) and multiplayer networking. Based in the Bay Area, he balances shipping production-critical code with mentoring teams to deliver performant, scalable game experiences.
code14 years of coding experience
job17 years of employment as a software developer
languagesEnglish, French
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Github Skills (11)

dotnet-core10
serialization10
net10
data-serialization10
multiplayer10
csharp10
networking10
multiplayer-game10
unity3d10
c-compiler9
compiler9

Programming languages (7)

C#JavaC++CRustJavaScriptHTML

Github contributions (5)

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Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
Role in this project:
userBackend Developer
Contributions:72 reviews, 30 commits, 12 PRs in 9 months
Contributions summary:Andrew primarily contributed to the core networking functionality of the Unity Netcode for GameObjects SDK. Their work involved implementing transport layer improvements, specifically within the UTP (Unity Transport Package) transport. They also refactored and integrated the DataStream class, which is critical for serialization in a networking context, and added tests to ensure the class functions properly. Furthermore, they addressed ILPP (Intermediate Language Post-Processing) issues, ensuring compatibility across different Unity versions.
unitymonobehaviouron-topnetcode-for-gameobjectshigh-level
wackoisgod/CppAst

Jan 2020 - Apr 2024

CppAst is a .NET library providing a C/C++ parser for header files powered by Clang/libclang with access to the full AST, comments and macros
Contributions:34 pushes, 3 branches in 4 years 3 months
net-librarydotnetmacroscppclang
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Andrew Spiering - Director Of Engineering at Stoke Games