About
Software and game developer, France. Modular systems, engine work, and getting games to run well everywhere.
How I work
I started out in Game Design at Bellecour École, on the “Tech & Programming” track, before moving fully into programming: a DUT, a Bachelor’s degree, then a Master’s in Video Game Engineering at GAMAGORA. That path is the reason I tend to think about a feature from both sides, both what it should feel like to play and what it costs to run.
Most of my professional work sits between gameplay and engine. It means writing systems that designers can actually use, like a nodal editor rather than a hard-coded difficulty curve, or data-driven attacks rather than a rebuild for every tweak. Then it means making sure those systems hold up on a Quest headset or a Switch. Console SDK integration, profiling, build automation: the unglamorous work that decides whether a game ships.
What I’m good at
- Modular systems. AI, UI and tooling, built so that the people tuning them don’t need a programmer in the loop.
- Cross-platform shipping. 8th and 9th generation console adaptation, platform compliance and certification, plus VR targets including Meta Quest and the Omni One treadmill.
- Performance. Component profiling and optimisation, particularly on mobile-class VR hardware where the frame budget is unforgiving and stability matters more than averages.
- The pipeline around the game. Build automation and GitLab CI, because a slow or flaky build taxes everyone on the team every single day.
Outside of work
Manga, cinema, and games, plus a standing interest in the engines themselves: real-time graphics, VR/XR, tooling and AI. I like being the person on a team others come to when something is broken and nobody knows why yet.
Get in touch
The fastest route is email: dfeuillastre.pro@proton.me. My code lives on GitHub and GitLab, and my personal games on itch.io.