Andrey Dobrikov is a Lead Game Engineer based in New York with over 15 years of experience building high-performance games and multiplayer systems that scale to millions of users. He blends deep technical expertise across client architectures, graphics, and simulation with hands-on leadership—having led engineering teams at Proof of Play, MSG Interactive, Turbo Studios, and helped grow teams at Topps. As a founder/CTO of an AR/VR startup he applied machine learning to ad placement and analytics, showing a knack for marrying gameplay with data-driven monetization. He’s equally committed to mission-driven work, volunteering as a technical mentor for Games for Love to empower developers creating games for children in need. Known for rapid iteration and shipping polished releases, Andrey brings an engineer-first leadership style that prioritizes mentorship, technical integrity, and scalable systems.
[Mirrored from UPM, without any changes. Maintained by Needle. Not affiliated with Unity Technologies.] 📦 The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.Use Window->Asset Management->Addressables to begin working with the system.Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.For usage samples, see github.com/Unity-Technologies/Addressables-Sample
Contributions:8 PRs, 6 pushes, 5 branches in 3 months
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Andrey Dobrikov - Lead Game Engineer at Proof of Play