I am an innovative Game and Mechanics Programmer with seven years of experience designing immersive multiplatform, console, and Virtual Reality gaming experiences. I am highly proficient in C++, C#, and Unreal Engine Blueprints, with experience in Unreal’s UMG, Behavior Trees, and Animation Systems. I have a strong passion for creating seamless, interactive gameplay systems that elevate player engagement. I am seeking a challenging role where I can contribute to the development of cutting-edge game mechanics and help shape unforgettable player experiences.

Donovan Rennaker

I am an innovative Game and Mechanics Programmer with seven years of experience designing immersive multiplatform, console, and Virtual Reality gaming experiences. I am highly proficient in C++, C#, and Unreal Engine Blueprints, with experience in Unreal’s UMG, Behavior Trees, and Animation Systems. I have a strong passion for creating seamless, interactive gameplay systems that elevate player engagement. I am seeking a challenging role where I can contribute to the development of cutting-edge game mechanics and help shape unforgettable player experiences.

Available to hire

I am an innovative Game and Mechanics Programmer with seven years of experience designing immersive multiplatform, console, and Virtual Reality gaming experiences. I am highly proficient in C++, C#, and Unreal Engine Blueprints, with experience in Unreal’s UMG, Behavior Trees, and Animation Systems. I have a strong passion for creating seamless, interactive gameplay systems that elevate player engagement.

I am seeking a challenging role where I can contribute to the development of cutting-edge game mechanics and help shape unforgettable player experiences.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Lead Game Engineer at Babaroga Games
October 18, 2021 - July 21, 2025
Utilized Unreal Engine 4/5 extensively for gameplay feature implementation and performance profiling. Mentored junior engineers, fostering code quality and collaborative problem-solving. Developed multiplayer networking features, including replication and latency mitigation for competitive gameplay. Engaged in Agile workflows, contributing to sprint planning and iterative development cycles. Achieved up to 15% performance improvements by optimizing CPU and memory usage using Unreal Insights. Led development on titles including FNAF: Security Breach, LOTR: Return to Moria, and an unannounced VR Arcade Shooter.
Unity VR Developer at Procter & Gamble
October 31, 2021 - July 22, 2025
Designed user interactions & system architecture, enhancing core systems' efficiency. Migrated VR to online using Unity and AWS, broadening accessibility & user engagement. Collaborated with cross-functional teams to align user experience with testing goals. Maintained VR research support, resolving bugs in high-pressure environments. Developed design tools for planograms, improving procedural design processes.
Lead Game Engineer at Babaroga Games
June 29, 2025 - July 21, 2025
Utilized Unreal Engine 4/5 extensively for gameplay feature implementation and performance profiling. Mentored junior engineers, fostering code quality and collaborative problem-solving. Developed multiplayer networking features, including replication and latency mitigation for competitive gameplay. Engaged in Agile workflows, contributing to sprint planning and iterative development cycles. Achieved up to 15% performance improvements by optimizing CPU and memory usage using Unreal Insights. Led development on titles including FNAF: Security Breach, LOTR: Return to Moria, and an unannounced VR Arcade Shooter.

Education

Bachelors of Arts at Purdue University
August 1, 2013 - May 31, 2018
Bachelors of Arts at Purdue University
August 1, 2013 - May 31, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Consumer Goods, Media & Entertainment
    paper Lord of the Rings: Return to Moria

    I assisted in developing controller support, debugging and fixing various multiplayer-related gameplay bugs, and performance optimizations.

    I helped guide the development of controller support while focusing on user interaction and experience.
    I was tasked with investigating and creating solutions for various gameplay bugs related to network replication. I collaborated with various team members to gather information about the vast systems to ensure solutions were created promptly and effectively.

    I utilized Unreal Insights to identify various performance issues and gather information to create proposals on how to best resolve performance drops. In one instance, I identified a larger performance drop during the procedural level generation for creating different types of mining and eventually implemented a fix.

    Trailer:

    paper Five Nights at Freddy's Security Breach

    Initial Release: Created new gameplay features based on design documents. Debugged and resolved various stability, gameplay, and User Experience issues.

    Stadia: Set up Unreal Engine 4 to build on the new platform. Lead the development effort to port the game to Stadia. Managed various teams to coordinate timelines and work efforts to ensure a timely release. Resolved various crashes and stability issues related to the new platform. Developed platform-specific features such as Player Stats and Crowd Choice. Worked with Stadia partners to resolve platform-related issues and coordinate the release.

    Xbox Consoles: Set up Unreal Engine 4 to build on the new platform. Lead the development effort to port the game to Xbox consoles. Resolved various crashes and stability issues related to Xbox One, Xbox Series S, and Xbox Series X. Managed various teams to coordinate timelines and work efforts to ensure a timely release. Investigated platform-specific performance issues and optimized code to both improve CPU usage and lower memory footprint. Performed branch merges and resolved merge conflicts between the Xbox branch and the Development branch.

    Technologies used: Python, C++, Unreal Engine 4, TeamCity, Jenkins, Perforce

    Trailer: