Leonnel Hammel (back to Home)

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BitForge

Released
1
9 Months
2025-2026
Assembler
C++
Direct3D 12
Rendering
SIMD
Multithreading
Designed and built a custom real-time rendering engine in C++20 and MASM x86_64, overcoming the low-level integration challenge of linking hand-written assembly (Win64 ABI, shadow space, manual UTF-16 / window structs) with modern C++20 modules into one clean pipeline.
Implemented a full DirectX 12 deferred renderer (G-buffer, shadow mapping, SSAO, volumetric fog); solved the lack of MSAA on a deferred G-buffer by implementing Temporal Anti-Aliasing (jitter + motion-vector reprojection + neighborhood clamping).
Wrote custom HLSL shaders for Screen-Space Reflections, solving ray-scene intersection with a depth-buffer raymarching/raycasting algorithm that reuses the G-buffer instead of costly ray tracing.
Eliminated a CPU draw-call bottleneck by moving to GPU-driven rendering (unified buffers + a single ExecuteIndirect) and vectorized hot math with SIMD (AVX2), improving scalability to complex scenes.
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Internal showcase demo

Released
3
2.5 Months
2026
Unreal Engine 5
C++
Blueprint
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
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Erebus

Released
20
4 Months
2026
Unreal Engine 5
C++
Blueprint
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
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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
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SUNA

Released
10
3 Months
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
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CheckersAI

Released
1
5 Days
2025
Unity 6
C#
OOP
Composition
MinMax
SOLID
This project was an exciting challenge that started as a class assignment but quickly evolved into a deeper exploration of AI and code architecture. Developed over several days, it became a key learning tool for refining Unity skills, design patterns, and SOLID principles. I focused on AI behavior, game structure, and optimizing workflows while ensuring minimal reliance on singletons to maintain flexibility and avoid tight coupling
This project was a deep dive into AI programming, code architecture, and game system design in Unity. I focused heavily on structuring the AI using Minimax with Alpha-Beta Pruning, optimizing its decision-making process while ensuring efficient performance. Debugging AI behavior required me to implement visual debugging tools, helping me track decision paths and validate AI logic in real-time
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Muscle Birds

Released
10
8 Days
2024
Unity 6
C#
OOP
Mobile
Android
This project began as a group assignment at the start of my 3rd year, serving as our first project in Unity. We worked on it 1 day a week from October to mid-December. Afterward, we continued developing it as a learning tool for Unity. I primarily served as the Lead Developer, focusing on implementing and integrating various features into the game while also working on individual mechanics
This project was a deep dive into AI programming, code architecture, and game system design in Unity. I focused heavily on structuring the AI using Minimax with Alpha-Beta Pruning, optimizing its decision-making process while ensuring efficient performance. Debugging AI behavior required me to implement visual debugging tools, helping me track decision paths and validate AI logic in real-time
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Iron Diver

Released
10
2 Months
2024
SFML
C++
OOP
Tiled
Optimization
Low-level code
Iron Diver began as a 2 month development sprint last May, built in C++ using the SFML framework. It was a challenging yet rewarding experience, where I led the team as both Developer and Project Manager. My role involved overseeing development, integrating features, and ensuring smooth collaboration. Our team worked tirelessly to refine mechanics and optimize performance, resulting in a polished final product
- Add entire map projects instead of individual maps
- Combine multiple tilesets in the same or different maps
- Incorporate objects and props with specific parametersHandle multiple layers of tiles for scene rendering
- Optimize tile rendering for maps with over 15,000 tiles
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Quaterback

Released
10
8 Days
2023
SFML
C++
A* & Djikstra
Over the course of 8 days from October to December 2023, I worked on a unique chess-like game with a twist, it's US football! Built in C++ using the SFML framework, the project challenged us to blend strategic board gameplay with the dynamic nature of football. My primary role was handling the game board and its interactions, ensuring intuitive and responsive mechanics. It was a fast-paced and rewarding experience, pushing me to refine my C++ and SFML skills while developing engaging game logic
- Implemented a grid-based system in C++ using SFML.
- Explored and tested different pathfinding algorithms, including BFS, Dijkstra, and A*, to determine the best fit for our gameplay.
- Developed user interaction mechanics for seamless movement and decision-making on the grid.
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Last Protocol

Released
10
3 Months
2022
SFML
C
Platformer
SOLID
This game is a 2D action platformer where your goal is to disinfect the PC from a virus. Explore a cyber-futuristic world across multiple levels to clean different components and restore order
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Kodokan

Released
10
2 Months
2021
Love2D
Lua
1stGame
Roguelike-inspired game inspired by The Binding of Isaac. It was my first true project and the first time I worked in a team. This game is special to me because it was my first real programming challenge
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Designed & hand-coded by Leonnel Hammel · © All rights reserved