Leonnel Hammel

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Junior |

Passionate about writing efficient, clean code while embracing new challenges. Curious and driven problem solver who enjoys tackling complex systems and building games that both play great and are built on well-organized code

Want to work with me?

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

Languages

Engines - API - Frameworks

Direct3D 12
Sfml Streamline Icon: https://streamlinehq.comSFML

Development Tools

JetBrains Rider

< 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. I am always curious to learn from the project itself or from the talented people around me, continuously growing my skillset.

Teamwork

I want to be a colleague others can rely on, always willing to give and receive feedback. 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 growth. I frequently seek feedback on my deliverables and collaboration quality, then act on it to continuously improve my work.

Proactive

Dealing with blocks or setbacks requires dedication and willingness to not give up. I strive to find solutions with clear impact and options, or raise awareness of problems with the team.

Ownership

I take responsibility for the outcomes of my work and my impact on the team. When I miss the mark, I own it, learn, and put improvements in place so we move forward stronger.

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

Jun – Aug 2024SwisscomSoftware Engineer Intern
C++WPFOOPCI/CD.NETGit
Jun – Aug 2025Vrai StudioGameplay & Tools Programmer
UnityC#VRMobileXRDOTS
Apr – Jun 2026 ✦SOGECLAIRGameplay Programmer
UnrealC++3CChaosUE5Physics
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SOGECLAIR, Toulouse FR

Gameplay Programmer
April 2026 - June 2026

Unreal
C++
Git
Jira
3C
Optimization
Chaos

Private Demo Vehicle

  • Implemented realistic torque, friction, and surface interaction
  • Developed a spline-following system featuring automatic speed adaptation based on curvature
  • Utilized Control Rig and IK (Inverse Kinematics) for custom animation setups
  • Created bespoke bone configurations and 3D model setups from scratch
  • Implemented real-time tire deformation utilizing Chaos Flesh and physics proxies
  • Hardened performance using industry-standard profiling tools: RenderDoc, NVIDIA Nsight, and PIX

Vrai Studio, Albi FR

Gameplay & Tools Programmer
June 2025 - August 2025

Unity
C#
VR
Git
Mobile
Jira
3C

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 Engineer 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

Erebus

Released
20
4 Months
2026
Unreal Engine 5
GASP
Optimization
Buyoancy
Erebus is a short narrative technical game demo set in a dark fantasy world.
This project started as our final-year project at Creajeux to improve our game development and teamwork skills in Unreal Engine. As it grew beyond its academic scope, the team expanded from 10 to 20 members, welcoming external game, sound, and level designers.
I mainly worked as a support programmer, focusing on low-level engine systems and general technical tasks after taking a professional opportunity midway through development
Find Out More (Coming Soon)

BitForge

Released
1
9 Months
2025-2026
Assembler
C++
Direct3D 12
Rendering
SIMD
Multithreading
Developing low-level program logic using MASM_x86_64 with focus on instruction handling, memory management, and performance optimization
Implementing advanced operations leveraging SIMD 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
Implementing graphics renderer with directX12 API
Find Out More (Coming Soon)

Internal showcase demo

Released
3
2.5 Months
2026
Unreal Engine 5
Vehicle Modular
PCG
Assemblies
Chaos System
Procedural Animation
This project was part of my contract at SOGECLAIR. The goal was to develop a small vehicle demo for the Eurosatory exhibition to showcase the vehicle's capabilities
Collaborating with the lead designer and artist, I implemented features while adhering to defined design guidelines and technical requirements
Implemented custom C++ gameplay systems, vehicle mechanics, IK-driven animation, PCG-generated environments, level integration, and GPU performance optimizations using RenderDoc and NVIDIA Nsight
Find Out More (Coming Soon)
Explore More Projects

< Education /> // Current • Past

Creajeux, Nimes FR

B.Sc. in Computer Science, with a major in 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
  • Screenshot 1
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Hi, I'm Leonnel

Junior Gameplay & Engine Programmer. 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.

Curious to learn more? Check out my resume at the top for my contact details, or connect with me on social media. You can also message me directly here →
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