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I Create Games!
Derek Baumgartner
ABOUT
ABOUT ME
Game programmer and designer, experienced with C++ and with various game development tools: Unreal Engine 4, Microsoft Visual Studio, 3DSMax, and more. Led development on several team-oriented programming projects, both for application and game development. Experienced with managing team organization, documentation, and meetings. Passionate about getting the details completed and polished before deadlines.
This is an example of Magic Mailman - my senior project in DeVry University, developed with a team.
WHAT I'VE DONE
In DeVry University, I achieved a GPA of 4.0 developing multiple different game projects.
Post-graduation, I've worked as a programmer (with both C++ and blueprint) in Unreal Engine 4 on "Shatterpoint: Eos Rising", an Unreal Engine 4 Stealth-Action hybrid game.
Its development is currently on hold.
Watch a video of one of my projects!
Work Sample Videos
Wizards Watchtower Example Video


Wizards Watchtower Example Video

UDK Cutscene

Run Man Run! Example Video

Magic Mailman Example Video
Game Programming: Shatterpoint: Eos Rising
![]() Dynamic Vault ExampleThis demonstrates the vaulting system I programmed. It had animations, so it looks nice, too! | ![]() GrenadeSelectionThis is one of the UI elements I built, based on a mockup. You can see the grenade selection works in real-time! |
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![]() Grenade Preview FPSThis shows a grenade-preview system, to see where a grenade would go if you throw it. The orange sphere represents the blast radius! | ![]() Falling grab ledgeThis shows part of a parkour system: the player character grabbing a ledge as they fall. No animations for it yet, but it works smooth! |
![]() Curved Cover PeekingThis shows the cover system's peeking working on a curved surface. Took a long time to program this sucker in, but it's fancy and functional! | ![]() Execution Cam with BlendThis shows an "execution system" camera: the player walking up to a target, the camera taking a sweeping view of the kill, and it snapping back after the target's dead. No animations on the characters yet, though, but he still gets killed by it! |
![]() VideosWorkThis shows a relatively impressive feat: getting videos to work in-engine based on picked-up Videologs. The video's just of a text file getting typed in, but the functionality's impressive! |
My first job post-graduation: a C++ Programmer, UI developer, and Blueprint programmer for Shatterpoint: Eos Rising.
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I created its cover system and vaulting system. I programmed its recoil and spread to use customizable curves with efficient C++. I built its UI based on high-quality mockups, and programmed in Audiolog, Videolog, and Text-log playback.
And more! The lead programmer turned over most programming tasks to me a few months into the project.
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Sadly, development on Shatterpoint: Eos Rising has currently stalled due to producer issues. Thankfully I've received permission to showcase my work on the project. GIFs of just some of my work can be seen above - highlight a GIF to read more about it.
Project: Wizard's Watchtower

Wizard's Watchtower is a top-down Tower Defense game created in GameMaker Studio, as part of a team. I was the team leader and documentation manager here, as well, though I also did a lot of programming!
Although earlier than my senior project, the results are still great! It's quite fun, but be sure to read the instructions!
Project: Run Man Run!
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Run Man Run! was a demo game made to demonstrate the capability of an engine that I designed as part of a team. Similar to Magic Mailman and Wizard's Watchtower, I was also the documentation manager and project leader for this project - I also primarily handled the programming of the interface and input systems for the engine.
The demo itself was not the end-goal, but rather a demonstration of the engine's capabilities. Still fun, though!
It was programmed in C++!
Game Mod
Zelda Gear
For Starbound
I've also started creating modifications for games that I enjoy. It's excellent both for learning how to create more content as well as how to learn more tools.
And it's just fun!
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This mod is called "Zelda Gear", for Chucklefish's Starbound. My first major mod since graduating from DeVry University, this mod contains a great deal of furniture and equipment for your character in-game.
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Other Work Samples! Click on a picture to learn more!

An image of some of the code I wrote for an AI course back in DeVry University - namely of an "Avoidance" behavior that makes AI run away! Download link is for relevant code only: not for the whole project.

A simple chair created in 3DSMax - textured by me, too!

A picture of the UDK Cutscene I created (back before Unreal Engine 4). All assets (except the box's texture) were made by me!

A mesh I created in 3DSMax, of a fire extinguisher. Made as a part of a larger project.

A picture of a scene I created in DirectX11. The water effect, terrain, and HDR are all effects I researched and implemented to make this scene!

A picture of some of my 3DSMax work. The meshes and barrel texture are mine, though the box's texture was made by someone else.

The console results of my Elevator Tower Simulation, demonstrating a period of time and a number of passengers using a particular elevator system!

I have a Github account, too. Currently only my engine project (for Run Man Run!) is available there at the moment, but feel free to view it!