Ben Landor

Creative Software Engineer

Industry Experience

C++ - 5 Years

C# - 2 Years

Godot - 1 Year

Perforce - 6 Years

Unreal - 5 Years

Unity - 2 Years

AAA & Indie - 6 Years

Git - 1 Year

Industry Portfolio - AAA

Mindseye - Climax Studios (Codev)

Engine & Gameplay Programmer, Aug ‘20 - Jan ‘23

Engine - Unreal Engine 5

Main Responsibilities:

  • Engine extension, compatibility, and tooling.

  • Performance profiling and optimisation solutions.

  • Gameplay features including:

    • Foliage systems (vertex-based and skeletal physics-based).

    • SDF rendering research & feasibility exploration.

    • Lamppost & prop physics.

  • General bugfixing.

Jumanji: Reverse the Curse & Unreleased Games - Climax Studios

Gameplay Programmer, Jan ‘20 - May ‘20

Engine - Unreal Engine 4

Main Responsibilities:

  • Critical-path bug-fixing.

  • Checkpoint-based world state reconstruction for ease of testing.


F1 2021 Microsoft Store Port - Climax Studios

Backend Porting Programmer, May ‘20 - July ‘20

Engine - EGO Engine

Main Responsibilities:

  • Platform Integration, including:

    • Leaderboards.

    • Achievements

    • Rich presence.

  • Build pipeline improvements for future ports.

Iron Harvest - King Art Games

Pathfinding & Backend Programmer, Aug ‘19 - Jan ‘20

Engine - Unity

Main Responsibilities:

  • Assisted development of a custom Polyanya pathfinding implementation (C#).

  • Optimisation of per-agent navmesh generation.

  • Conversion of project from fixed-point to floating-point maths.

  • Diagnosed and fixed production-only bugs by debugging transpiled native code.


Industry Portfolio - Indie

Movio - First-person Bunnyhopping Platformer

Solo Developer, Mar ‘20 - June ‘20

Engine - Unreal Engine 5

Features:

  • Controller-friendly source-style bunnyhopping.


Project Phoenix - Madman Studios

Duo Developer, July ‘24 - Dec ‘24

Engine - Unreal Engine 5

Features:


Morp - Free-climbing Roguelike

Solo Developer, Nov ‘25 - Present

Engine - Unreal Engine 5

Game Features:

  • Soulslike combat with dash, blocking, and parrying.

  • BotW-style free-climbing.

  • Sekiro-style grappling.

  • Roguelike upgrade system.

  • Rich traversal including mantling, ledge catch, pullups, and vaulting.

  • Vertical levels with objective-based progression.

Procedural Hex Continent Generation Tool

Solo Developer, July ‘25 - Nov ‘25

Engine - Unity

Deterministic procedural generation overview:

  • Scatters map sites with Poisson-disc sampling and builds a custom Delaunay triangulation which derives Voronoi-style cell polygons and adjacency.

  • Uses noise plus edge falloff to classify cells as land or ocean, widening coastline shelves and removing small islands and thin channels.

  • Builds a minimum-spanning-tree spine over land cells to drive mountain chains.

  • Blends ridges, basins, plate-bias lines, coastal ramps, continental tilt, and noise into final elevation.

  • Computes temperature from latitude, elevation, coast distance, and basins.

  • Computes moisture from coasts, winds, rain shadows, and noise.

  • Routes rivers downhill across the cell graph, then boosts nearby moisture.

  • Assigns final biomes from elevation, slope, temperature, moisture, and coast/river proximity, and generates final colours and meshes for the rendered world.

Project Spectre - Madman Studios

Duo Developer, Jan ‘24 - Sep ‘24

Engine - Godot

Main Responsibilities:

  • Assisted development of a custom Polyanya pathfinding implementation (C#).

  • Optimisation of per-agent navmesh generation.

  • Conversion of project from fixed-point to floating-point maths.

  • Diagnosed and fixed production-only bugs by debugging transpiled native code.


Rift - Madman Studios

Duo Developer, Jan ‘24 - June ‘24

Engine - Unity

Features:

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