Code review is indispensable on the best engineering teams. A second set of eyes improves quality and readability, spreads best practices, documents decisions, and delivers valuable feedback. However, most indie devs don't have access to production-quality code review.

We want to make it more accessible—that's why we're hosting a monthly Unity pull request code review for game programmers, led by our very own Siobhan Beeman. Bring any Unity game PRs you've been working on! These reviews are grounded in real production standards and focus on how to ship cleaner, safer, more performant code.

What you’ll get

We’ll review PRs the same way strong teams do in production, with emphasis on:

  • PR hygiene: scope, diff size, description quality, commit messages, and commit history

  • Readability & maintainability: naming, structure, clarity, and “future-you” friendliness

  • Common production pitfalls: DRY vs duplication, code smells, null safety, performance tradeoffs

  • Unity correctness: lifecycle correctness, execution order gotchas, and real-world Unity patterns

  • Architecture & design patterns: how changes fit into the larger codebase and why it matters

What you won't get
  • Game design feedback. This review focuses on code and engineering practices. We won’t be reviewing things like game feel, UX, core loop, balancing, etc.

  • Hands-on debugging. Debugging usually requires deeper context and significantly more time than a live review allows. That said, we may offer suggestions on where to start looking if a bug is closely tied to the PR’s changes.

  • Feedback on binary assets. We'll only review code and text-based diffs, not binary changes (e.g., scenes, prefabs, textures, audio, animations, models).

Judgement-free

Most juniors feel protective of your code—it's normal. But on professional teams, code review isn’t a verdict on you as a developer. It’s a shared process to help the team ship. We run this review with a blameless mindset and take it seriously. We focus on the code and the context, not the person. Expect respectful, constructive feedback, clear explanations, and practical next steps.

How it works

Siobhan leads the session and does live reviews of 3-4 pull requests.

If you want to submit for review:

  • Your submission must be a Unity game pull request.

  • Your repository must be public (so we can view it).

  • Submit only PRs you’re authorized to share publicly, and that contain no confidential/proprietary code or credentials.

  • Keep your PR under 250 lines changed (excluding binary changes). If it’s larger, split it into smaller PRs and submit the one you most want feedback on.

  • We won’t clone, build, or run your game. If gameplay or UI context matters, feel free to include screenshots or GIFs in the PR description (which is great PR practice anyway).

  • Submissions close 3 days before the event. If you’re selected, we’ll email you at least 24 hours beforehand.

Who is it for

If you’d like to submit for review:
Open to Unity game programmers of all levels. Live review slots will prioritize those without prior production code review experience.

If you want to listen in:
Everybody is welcome. Watching real PRs get reviewed is one of the fastest ways to level up your own code quality and production instincts.

If you're being reviewed

To respect Siobhan's time and help you get the most out of it, please arrive on time, keep your camera on, and be ready to answer questions about your PR and the context around your changes.

Reviewer

Siobhan Beeman

Siobhan is an industry veteran with over 30 years experience. Her career began at Steve Jackson Games, editing the Car Wars line. Moving to computer games, she joined legendary publisher Origin Systems, directing the award-winning Wing Commander II and later serving as Director of Online Technology during Ultima Online.

In 2002, she joined Microsoft. As Lead Program Manager, she coordinated server development, security, and billing systems for MSN Games. Later, as Lead Developer, she created a peer-to-peer gaming platform for MSN Instant Messenger and led engineering for the prototyping effort that culminated in Xbox Kinect, work that earned her two US patents.

Since that time, she has been principal engineer at a number of studios, such as Gardens Interactive and Harebrained Schemes, self-published mobile games, built escape rooms, and taught game development and network programming as a senior lecturer at DigiPen. She has often been a guest speaker at professional conferences, including the Game Developers Conference, PAX Dev, and other game industry events.

Worked/Taught at

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