Damian Campeanu is a senior engineering manager and UI tools expert with 13+ years building desktop and game development tooling in C++, C#, and modern editor ecosystems. At Unity he founded and now leads the UI group responsible for UI Toolkit, UI Builder, test and authoring frameworks, and previously led DOTS Editor tooling for ECS workflows. He designed and implemented Houdini Engine’s C API at SideFX and authored a widely used open-source C# Houdini plugin for Unity, demonstrating a strong bridge between native C++ systems and managed integrations. Damian combines hands-on full‑stack contributions to complex graph and shader tooling (notably in Unity's Graphics and ShaderGraph repos) with frequent live demos and conference talks, proving comfort with high‑stakes product presentations. Based in Montreal and trained at the University of Waterloo, he also pursues a long-running personal game engine project in modern C++ supporting Windows, Linux and macOS.
13 years of coding experience
9 years of employment as a software developer
Bachelor, Mathematics and Computer Science, Bachelor, Mathematics and Computer Science at University of Waterloo
Contributions summary:Damian primarily contributed to the shader graph project by implementing and modifying core functionalities. This includes creating and deleting nodes (Fractal and Vector1), fixing anchor compatibility, and enabling edge connections between no-presenter nodes. They also fixed bugs related to edge deletion, and saved node position. The commits indicate involvement across different parts of the shader graph functionality, likely involving both visual graph editing and shader code generation.
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Full-stack Developer
Contributions:17 commits in 6 days
Contributions summary:Damian contributed to the Unity Graphics repository by implementing features related to the Material Graph. Their commits focused on creating and deleting fractal and Vector1 nodes, fixing anchor compatibility issues, and enabling the connection of edges between no-presenter nodes. Further contributions included fixing the MaterialNodeView, ensuring that node positions and inspector data were saved correctly, and refactoring presenter code. These modifications indicate a focus on improving the functionality and stability of the material graph editor within Unity.
renderpost-processingpipelinescriptableunity
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