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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