Curriculum Vitae

Donnovan Feuillastre, Software & Game Developer · France · dfeuillastre.pro@proton.me

Game developer with 5 years of experience in C++/Unreal Engine and C#/Unity. 5 shipped games, including a multi-platform console port (Switch, PS4, PS5, Xbox) taken through to platform-holder approval, and a port to a VR locomotion treadmill. Specialised in modular gameplay systems, internal tooling and real-time optimisation.

Games

Experience

December 2025 - Present Puteaux, France Permanent

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.
December 2024 - November 2025

TRAINING AND PERSONAL PROJECT

Actively looking for a role

  • Intensive training on the Unreal Engine 5 Gameplay Ability System in C++ (Ulibarri curriculum, 105 h): 72 h completed, covering the whole systemic foundation, from Attribute Sets and Gameplay Effects through Gameplay Tags, Gameplay Abilities, Ability Tasks, costs and cooldowns, progression and levels, AI with Behavior Trees and EQS, MVVM interfaces and multiplayer replication.
  • Souls Boss Arena, a personal prototype on Unreal Engine 5.6, C++/Blueprint, 254 commits, source code public: combat built on GAS, lock-on targeting and roll, stamina and invincibility frames, a two-phase boss driven by a behavior tree, built-in debug tooling, gamepad and keyboard support, Niagara VFX.
  • Skills that went into production in the next job: the GameplayTag-indexed asset foundation and the GAS multiplayer interactions were both shipped at Spinware within months.
September 2024 - December 2024 Lyon, France Permanent

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.

Reference: Benoit Djerigian, Lead Developer

May 2022 - March 2024 Paris, France Internship then fixed-term

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.

Reference: Xavier Lemaitre, CTO

April 2020 - August 2021 La Ciotat, France Apprenticeship (12 months) then fixed-term

ICONIK STUDIO

Gameplay Developer

  • Built an in-house node-based behavior tree editor in Unity, to avoid buying a third-party plugin: custom editor windows, graph serialisation, tree execution. Used on KING PONG (VR).
  • Fixed the desynchronisation of ball physics in multiplayer: cut the number of RPCs and moved the transport from TCP to KCP (reliable UDP), removing the stutter caused by head-of-line blocking. Desynchronisation brought down to a level acceptable in VR.
  • Developed the “Ultimate Attack” combat systems: state machines, data-driven configuration.

Reference: Curtis Pelissier, Lead Developer

Education

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

Languages

  • FrenchNative
  • EnglishProfessional (Linguaskill C1)

Interests

  • Mangas
  • Games
  • Cinema
  • Game engines: real-time graphics, VR/XR, tooling, AI

Further references available on request.