Samuel Bellomo

Senior Netcode Engineer at Unity Technologies

Montreal, Quebec, Canada
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Summary

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Rockstar
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Top School
Samuel Bellomo is a Senior Netcode Engineer based in Montreal with five years focused on real-time multiplayer systems and a decade-plus of game and networking experience. At Unity Technologies he develops and hardens Netcode for GameObjects and related multiplayer packages, contributing both features (client/server AoE mechanics) and robust automated tests that improve stability for developers using Unity's networking stack. Previously he solved latency, loss compensation, and world replication challenges at Behaviour Interactive and has practical cloud/backend experience from earlier roles at Ericsson. He also teaches game software architecture at Polytechnique Montréal, blending academic rigor with production-hardened practices. Samuel’s open-source contributions span code, tests, and documentation for Unity’s flagship multiplayer samples, reflecting a rare mix of full-stack game engineering and technical writing.
code5 years of coding experience
job6 years of employment as a software developer
bookBachelor of Engineering (B.Eng.), Software, Bachelor of Engineering (B.Eng.), Software at École Polytechnique de Montréal
languagesenglish, bilingual, French
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Github Skills (15)

testing10
net10
game-development10
csharp10
multiplayer10
client-server10
networking10
server-client10
multiplayer-game10
documentation10
dotnet-core10
unity3d10
game-dev9
exception-handling9
docusaurus9

Programming languages (4)

C#JavaScriptMathematicaCuda

Github contributions (5)

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A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
Role in this project:
userFull-stack Developer
Contributions:13 releases, 1339 reviews, 303 commits in 2 years
Contributions summary:Samuel primarily contributed to the implementation of an "AoE" (Area of Effect) action feature within a cooperative multiplayer game built using Unity. This involved adding a new secondary skill trigger using shortcut "1" in the client-side code and implementing the corresponding server-side logic for the Melee action, demonstrating contributions across client and server components. Further development included improvements in the network statistics display of RTT and connected clients.
multiplayer-gamesimilargamedevcooperative-gamenetworking
A collection of smaller Bitesize samples to educate in isolation features of Netcode for GameObjects and related technologies.
Role in this project:
userFull-stack Developer
Contributions:175 reviews, 28 commits, 7 PRs in 1 year 3 months
Contributions summary:Samuel contributed to the project by adding an initial base project, removing unused assets and code, and updating to the latest versions. Their changes included modifications to the Bootstrap scene, various scripts for client-server interaction, and adjustments to the network configuration. These updates demonstrate an involvement in both front-end and back-end aspects of the project, suggesting full-stack development responsibilities.
biteisolationsmallertechnologiesnetcode
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Samuel Bellomo - Senior Netcode Engineer at Unity Technologies