Open to opportunities: gameplay, tools and engine programming. Based near Saint-Chamond, France: on-site around Lyon and Saint-Étienne, fully remote elsewhere.

Hi, I'm Donnovan

Donnovan Feuillastre

Software & Game Developer · France

I build high-performance, modular systems for games. Right now that means Unreal Engine 5 at Spinware, where I work on editor tooling, online features and multiplayer gameplay on the Gameplay Ability System. Before that came VR at Wanadev Studio, engine work and console porting at Piece of Cake Studios, and multiplayer VR at Iconik. On the side, I direct Levain, a C++23 engine built with Claude Code. I look for environments that combine creative ambition with technical rigour.

Donnovan Feuillastre

Selected work

Games I contributed to, from gameplay systems to console ports.

Propagation: Paradise Hotel

Propagation: Paradise Hotel

Wanadev Studio 2024 Unreal Engine 4

A VR survival horror game whose gameplay I adapted to the Omni One VR treadmill at Wanadev Studio.

  • C++
  • Blueprint
  • VR
  • Profiling
Fantastic Haven

Fantastic Haven

Piece of Cake Studios 2022-2024 Unity

New gameplay systems and optimisation on a fantasy creature-sanctuary management game.

  • C#
  • Shaders
  • Gameplay systems
  • Optimisation
KING PONG

KING PONG

Iconik Studio 2020-2021 Unity

A custom nodal editor, data-driven combat systems and network optimisation on a VR table-tennis game.

  • C#
  • Behavior Trees
  • AI systems
  • Networking

All projects

Experience

December 2025 - Present Puteaux, France

SPINWARE

Game Developer

  • Designed, on my own initiative, a cross-cutting technical foundation (runtime and editor modules) replacing hard asset references with GameplayTag resolution and asynchronous on-demand loading, removing the cascading dependencies that were weighing down Blueprints and build times.
  • Built the generic Slate editor tool that goes with it, driven by reflection over UScriptStruct: every asset type it handles (sounds, effects, items, emotes, materials, levels, dialogue) is declared in one line, with no interface code to write. Safe renaming through Core Redirects, undo/redo, drag and drop, missing-asset tracking.
  • Moved asset integration out of the engineering team: a non-programmer now enters assets unassisted, where it previously took a developer inside a Blueprint. The foundation was carried over to the next project after the original one was paused.
  • Integrated Redpoint EOS and built the UI layer and game-to-plugin bridge for the online party system: in-game invitations, joining and leaving a session.
  • Implemented multiplayer interactions through the Gameplay Ability System (replicated ragdoll on proximity explosion, item-activated proximity voice chat) along with an inventory system, across 3 projects.
September 2024 - December 2024 Lyon, France

WANADEV STUDIO

Game Developer

  • Ported the movement and part of the UI of Propagation: Paradise Hotel to the Virtuix Omni One locomotion treadmill, through to publication on the platform store. Developed with no access to the hardware, which stayed in the United States, nor to the target OS, on a 24-hour test loop.
  • Lifted that constraint by simulating the treadmill’s input with a joystick (the game was completed end to end in simulation) and by shipping debug commands to the remote testers so they could calibrate the speed parameters themselves.
  • Optimised Vestiges: Fallen Tribes on Pico: pooled the units and their Behavior Trees to remove the respawn spike at phase change, and moved unit textures to texture arrays with an artist. Framerate went from 15 to 30 fps and the crashes stopped; optimisation continued with the team after I left.
  • QA support and internal playtests on a third project, Species: Unknown.
May 2022 - March 2024 Paris, France

PIECE OF CAKE STUDIOS

Engine & Tools Developer

  • Ported My Fantastic Ranch: Unicorns & Dragons (published by Nacon) to 8th and 9th generation consoles (Switch, PS4, PS5, Xbox) through to platform-holder approval: full platform compliance, suspend and resume, controller handling, save data integrity, user account switching. Sole developer on the port after the second one left.
  • Built a multi-platform achievement manager unifying the SDKs of every release platform behind a single interface, except for PS4 trophy definitions, which go through Sony’s own tooling.
  • Led the migration of a Unity project from 2018 to 2022 on a second title: moved to Asset Bundles, switched the renderer from deferred to forward on a scene with a high light count, and handled console split screen.
  • Optimised rendering under Nintendo Switch constraints, split screen included, where the rendering load doubles: cut the lighting budget while keeping the look, plus dynamic resolution.
  • Extended the GitLab CI pipeline to console builds, with per-platform configurations and build variants. Integrated Epic Online Services into Unity.

Read my CV

Skills

Languages

  • C++ (advanced)
  • C# (advanced)
  • Python
  • Bash
  • SQL

Engines

  • Unreal Engine 4/5 (C++, Blueprint, GAS, Slate)
  • Unity

Domains

  • Gameplay systems
  • AI (FSM, behavior trees)
  • Editor tooling
  • Console porting and compliance
  • Real-time profiling and optimisation
  • Network replication
  • VR

Tools

  • Visual Studio
  • Perforce
  • Git/GitLab
  • GitLab CI
  • Unreal Insights
  • Claude Code

Methods

  • Agile/Scrum
  • Code review
  • CI/CD

Contact

Open to gameplay, tools and engine programming roles.