Leonnel Hammel

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I'm a |

Computer Science Student | Specialized in Game Programming. Passionate about writing efficient, clean code while embracing new challenges in game development. Actively seeking an opportunity starting January 2026 to further develop my skills in a dynamic environment

< Technical Skills /> // Languages • Engines • Tools

Languages

Data sql-database-generic SQL Database (Generic) image/svg+xml Amido Limited Richard Slater
file_type_hlsl

Engines & Frameworks

Sfml Streamline Icon: https://streamlinehq.comSFML

Development Tools

Wwise Streamline Icon: https://streamlinehq.comWwise

< Soft Skills /> // Communication • Teamwork • Proactive

Communication

To be an effective communicator, I ensure that what I say is professional, inclusive, and well received by others. I strive to be an approachable and reliable team member and follow through on commitments

Eager to Learn

Every project has many opportunities to learn something new, and thus I am always curious to learn something new from the project itself or from the talented people around me contributes to growing my skillset

Teamwork

I want to be a colleague others can rely on, always being willing to receive and give feedback. Thus, I endorse peer programming, code reviews, and discussions to make everything just a bit better

Feedback driven

I see constructive feedback as valuable information for becoming better as a professional. To grow as one, I frequently seek feedback on my deliverables and collaboration quality for others then act on them to improve my work

Proactive

Dealing with blocks or setbacks requires a healthy amount of dedication and the willingness to not give up. Where logical, I will strive to find a solution with clear impact, options, and a recommendation or raise awareness of a problem with the team

Ownership

I take responsibility for the outcomes of my work and my impact on the team. I set clear expectations, communicate progress and risks early, and follow through on commitments. When I miss the mark, I own it, learn, and put improvements in place so we move forward stronger

< Work Experience /> // Current • Past • Future?

Vrai Studio, Albi FR

Game programming Software Engineer Intern
June 2025 - August 2025

Unity
C#
VR
OOP
Git
Mobile
Jira
Design patterns
3C
Zenject

Bunny Kids (Mobile Game)

  • Built a planet creation tool so non-technical staff could design and add new worlds without coding
  • Designed and delivered a custom in-app purchase (IAP) system by extending Unity’s IAP Catalog and existing implementation
  • Refactored and optimized an in-editor painting tool, profiling performance across devices and applying Unity Jobs/Burst optimizations for mobile hardware
  • Created, debugged iOS builds (Xcode, App Store) and Android builds (Gradle, Play Store)
  • Refactored and optimized in-editor tools with Unity Jobs/Burst for better mobile performance

L'aventure du Compost (VR Game)

  • Implemented an interactive camera gameplay feature (photo capture + insect collection) using Unity’s RenderTexture with performance-conscious scaling and draw call optimizations
  • Added player rotation controls and integrated haptic feedback on VR joysticks by combining Unity’s new Input System with Auto Hands
  • Profiled and optimized gameplay code (physics calls, conditional checks, draw calls), significantly improving FPS stability on standalone VR headsets with limited RAM and GPU resources

RecyclageVR (VR Game)

  • Developed a new gameplay mechanic for waste sorting, enabling players to separate materials into two waste streams using VR joysticks and in-world interactions
  • Optimized cloud-based API calls for dynamic waste pickup requests, reducing latency and improving system responsiveness across networked gameplay sessions

Unannounced Adventure Prototype

  • Implemented character controls (3Cs) and interaction systems using Unity’s new Input System, with collision optimizations for interaction whiskers
  • Designed and implemented a decoupled architecture leveraging Zenject, Event Bus patterns, and ScriptableObject-based service locators, reducing code coupling and improving maintainability
  • Supported early prototyping with a focus on performance and maintainability

Swisscom, Lausanne CH

Software development assistant intern
June 2024 - August 2024

C++
WPF
OOP
Perforce
CI/CD
UI/UX
  • Assisted with software development, debugging, and testing. Optimized the internal issue detection system and enhanced user
    experience by reducing memory usage from 20% to 7% via C++ memory layout optimization techniques
  • Facilitated feature integration and conducted comprehensive code reviews. Implemented design team requests while ensuringadherence to project standards
  • Documented technical processes and improvements, ensuring thorough code commenting for future maintenance and developing scalable documentation to support team collaboration
  • Collaborated with cross-functional teams, achieving a 20% reduction in feature delivery time

< Projects highlight /> // Shipped • Past • Current : Games/Demos

Bunny Kids

Shipped
7
1.5 years (3 month in internship)
2025
Unity 6
Profilling
Optimization
C#
OOP
iOS
Android
Educational adventure for children aged 3 to 6 in the world of dreams and space!BunnyKIDS is a fun and educational app that invites your child to travel from planet to planet through the dreams of Bunny
Collaborated with cross-functional teams composed of programmers, artists, game designers and others
Designed and delivered a custom in-app purchase (IAP) system by extending Unity’s IAP Catalog and existing implementation
Build for iOS and Android, continous build testing on multiplateform setup
Find Out More

BitForge

Work in Progress
1
6 Month
Assembly
C++
CPU Graphics
Macros
UML
Developing low-level program logic using MASM_x86_64 with focus on instruction handling, memory management, and performance optimization
Implementing advanced operations leveraging the XMM register set and AVX 512 extensions for efficient data manipulation and parallel computation
Developing a C++ front-end interface that interacts seamlessly with the assembler’s core logic written in Assembly, enabling structured input parsing and higher-level control
Building a CPU-driven graphics renderer with no external graphics frameworks, relying entirely on assembly-level logic to compute and render pixel data
Coming Soon

SUNA

Released
10
9 Weeks
2025
Unity 6
Multiplayer
ECS/DOTS
Network for Entities
Multilayer servers
SUNA is a competitive FPS game, set on a dystopian planet devastated by the ongoing war between the native population and the Corporation entity
This project was started with the team presented later on this page as part of our 3rd year at Creajeux. It is a student project aimed at improving our skills in game development and teamwork, as well as exploring new technologies and methodologies
Engineered a server-authoritative multiplayer infrastructure in Unity leveraging ECS and C#, ensuring deterministic statereplication and secure client–server gameplay
Find Out More
Explore More Projects

< Education /> // Current • Past

Creajeux, Nimes FR

B.Sc in CS | Game Programming
2022-2026

  • Built multiple 2D & 3D games in modern C++ and C#, applying design patterns and solid architectural thinking
  • Practiced ECS, gameplay programming, and engine/tools development
  • Progressed from procedural C/C++ to OOP in C++/C#
  • Strong game-math foundation: linear algebra & trigonometry :
    - 3D geometry and camera/projection transforms; quaternion rotations (axis–angle/Euler, SLERP)
    - calculus & numerical methods for physics (derivatives, integrators, root-finding)
    - collision/interpolation tools (ray tests, AABB/SAT, LERP/Bezier)
  • Completed yearly cross-disciplinary projects with game art students; frequent workshops & masterclasses
  • Applied multithreading & concurrency for gameplay and tools (tasking, synchronization)
  • Networking (C++/C#):
    - TCP/UDP sockets
    - client–server & P2P packet framing + binary serialization reliable-UDP
    - replication/delta sync; prediction/interp/reconciliation
    snapshot/rollback
    - auth/handshake
  • Explored engine architecture and low-level systems (memory, data-oriented design)

Creajeux, Nimes FR

Preparatory Year for the Bachelor
2021-2022

  • Math Refresh: analysis, algebra, geometry for 2D/3D
  • Programming (Lua, 2D projects):
    - Fundamentals data & basic algorithms
    - paradigms (procedural, event-driven, functional) modular design, error handling
    - Game main loop, sprites/animation, collisions, input, audio
  • Capstone Group Project: spec, prototyping, agile workflow, final presentation
  • 3D Modeling (Maya): fundamentals, interface, basic pipeline
  • Digital Imaging (Photoshop): core workflow, key tools, pixel art, color
  • Game Culture: industry overview, roles, hit franchises, notable creators

< Testimonials Highlight /> // Some feedback about my work, more on linkedin

Hi, I'm Leonnel

I’m a software engineering student in my 4th and final year, specializing in game programming at Creajeux in France. Before pursuing game development, I worked in event organization and human resources while living in Montreal, Canada

I see myself as a curious problem solver who’s always eager to learn and improve. I love working on games that not only feel great to play but are also built on clean, well-organized code. I enjoy taking on complex challenges, sometimes a little too much, as I tend to get fully absorbed until I find the perfect solution.

Want to know more? You can find my contact information in my resume at the top. You can also reach me on any of my social media(links on top of the website)
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