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Bunny Kids

BunnyKIDS is an 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, a little rabbit full of imagination who would love to become an astronaut

I worked on this project during my internship at VRAI STUDIO
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I Worked On :
Tools - Gameplay features - Build iOS & Android - Optimization & Profilling - Code Refactoring

Gameplay & Purchase Integration Programmer

7 Developers

1.5 Years (3 month in internship)

10 September 2025

Unity
C#
Git
OOP
Mobile
iOS
Android
Optimization
Profilling

< What I worked on /> // Tools β€’ Mobile Intergration β€’ Builds

Planet Creator Tool

Used the existing implementation of planets Handling to create a tool to help with Planet creation to allow non technical staff to create new planets and add them with ease into the game
Planet Creator Tool preview (mobile)

Modular refactor

Refactored existing planet-handling code to make it modular and easier to extend

Designer-friendly UI

Built a Planet Creation Tool in Unity so non-technical staff can create & configure planets without engineering support

Robust validation

Implemented null checks, validation, and safe creation patterns to prevent runtime issues during content creation

Preview + prefab setup

Streamlined workflow by integrating preview generation, asset creation, and prefab setup directly in the Editor

Faster iteration

Reduced repetitive engineering tasks and sped up iteration cycles for content updates

Consistency rules

Added naming and data validation rules to enforce consistency and prevent invalid assets

IAP (In-App Purchases)

Leveraged Unity's IAP Catalog and existing Unity IAP implementation to design and deliver a custom in-app purchase system tailored to project requirements
In-App Purchases showcase (mobile)

Custom IAP integration

Built a tailored IAP system on top of Unity's IAP Catalog to meet project requirements and simplify store integrations

Platform-agnostic flows

Unified purchase flows across App Store and Play Store with consistent handling for consumables, non-consumables, and subscriptions

Secure validation

Implemented receipt verification, robust validation and error handling to prevent edge-case crashes and ensure purchase integrity

Editor tooling

Created editor utilities for catalog updates, SKU mapping, and QA testing so non-technical team members can manage offerings safely

Better UX & QA

Added restore purchases, sandbox QA support, and clear user-facing error messages to improve customer experience and reduce support load

Analytics & security

Instrumented purchases with analytics and server-side verification hooks for entitlement management, fraud mitigation, and monetization iteration

Faster monetization

Reduced engineering overhead for store integration and accelerated monetization iteration cycles through rapid configuration and testing

Painting Tool

Refactored and optimized an in-editor painting tool, profiled performance across devices, and implemented Unity Jobs / Burst-based optimizations to respect compute limits on mobile hardware
Planet Creator Tool preview (mobile)

Modular refactor

Refactored the painting tool to separate rendering, input, and data layers for easier maintenance and faster feature rollout

Profiling-driven improvements

Profiled CPU/GPU hotspots across representative devices to identify bottlenecks and prioritise optimizations with measurable gains

Jobs & Burst optimization

Rewrote heavy per-pixel and brush math using Unity Jobs + Burst to parallelize work safely and reduce main-thread load

Device-aware scaling

Implemented adaptive quality (tile sizes and sample rates) to respect compute limits on low-end hardware while preserving UX on high-end devices

Lower latency

Optimized input handling and asynchronous processing to improve brush responsiveness and reduce perceived lag during painting sessions

Editor tooling

Added debug overlays, performance toggles, and QA utilities so designers can test paint settings and performance without developer support

Robust error handling

Introduced defensive checks and graceful fallbacks (including single-threaded mode) to avoid crashes on constrained devices

Measurable impact

Reduced main-thread CPU time and frame drops, improved average frame rates on target devices, and shortened iteration cycles for designers

Builds & Release

Built, debugged and delivered iOS releases using Xcode (local debugging, signing and App Store submission) and produced Android/Play Store builds from Unity with signed Gradle packages for release
Build & release preview (mobile)

Xcode iOS builds & debugging

Compiled, signed and debugged iOS builds in Xcode, used device debugging, crash logs, and symbolicated stacks to find and fix platform issues

App Store release management

Prepared archives, managed provisioning profiles and signing

Android / Play Store packaging

Built signed Android packages from Unity (Gradle/keystore), prepared release artifacts

Platform debugging & diagnostics

Integrated crash reporting and symbolication workflows, and used device/console logs to quickly triage platform-specific regressions

< Team /> //Programmers β€’ Artists β€’ Contributors

Programmers :

Thomas COYNE
Fabien ESTEVENY
Leonnel HAMMEL
Kevin MAZARS
Justine MEUNIER

Artists :

Sabrina FUSS
Justine MEUNIER

Supporting Contributors :

Micakel MOUCHET
Designed & hand-coded by Leonnel Hammel Β· Β© All rights reserved