Creative Software Engineer

Ben
Landor

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Background

Industry Experience

C++

5 Years

C#

2 Years

Unreal

5 Years

Unity

2 Years

Godot

1 Year

Perforce

6 Years

Git

1 Year

AAA & Indie

6 Years

Professional

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.
MindsEye key art for Ben Landor's Unreal Engine 5 engineering work

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.
F1 2021 project artwork for Ben Landor's Microsoft Store porting work

Jumanji: Reverse the Curse & Unreleased Games

Climax Studios

Gameplay Programmer, Jan '20 – May '20

Engine — Unreal Engine 4

Main Responsibilities

  • First shipped project at Climax Studios, supporting a live Unreal Engine VR production with rapid turnaround on critical issues.
  • Collaborated closely with QA to reproduce, diagnose, and resolve blocker crashes, including hands-on testing with the backpack-based VR rig.
  • Built a developer checkpoint and scenario-jump system for a linear single-map experience, significantly improving QA and iteration speed.
  • Supported artists with technical export and implementation workflows, helping bridge DCC asset delivery into the Unreal production pipeline.
Jumanji: Reverse the Curse project artwork for Ben Landor's gameplay programming work

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.
  • General bugfixing.
Iron Harvest project artwork for Ben Landor's pathfinding and backend programming work

Independent

Industry Portfolio — Indie

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

  • Poisson-disc sites feed a custom Delaunay graph, producing Voronoi-style cells and adjacency.
  • Noise and edge falloff classify land/ocean, widen coastline shelves, and cull small islands or thin channels.
  • A minimum-spanning-tree spine drives mountain chains; ridges, basins, plates, coastal ramps, tilt, and noise blend into elevation.
  • Temperature and moisture combine latitude, elevation, coast distance, basins, winds, rain shadows, rivers, and noise.
  • Final biomes, colours, and meshes derive from elevation, slope, temperature, moisture, coast, and river proximity.

Movio

First-person Movement-Platformer

Solo Developer, Mar '25 – June '25

Engine — Unreal Engine 5

Features

  • Controller-friendly bunnyhopping.
  • Rail grinding.
  • Fully recreated source engine movement.
  • Original dialogue-based narrative.
  • Original drum n bass compositions.
  • Relaxed, skill-based progression.

Project Spectre

Madman Studios

Duo Developer, Jan '24 – Sep '24

Engine — Godot

Main Responsibilities

  • Gameplay programming:
    • Gesture recognition, targeting, and input.
    • Potion-making system, potion effects, and player combat.
    • Inventory system, pickups, resource components.
    • Level mechanics, objectives, interaction systems.
  • Level design and gamemode prototyping.
  • Pixelart, sound design, and iterative prototyping.

Project Spectre

Video coming soon

Project Phoenix

Madman Studios

Duo Developer, July '23 – Dec '23

Engine — Unreal Engine 5

Main Responsibilities

  • First person player controller.
  • Fine-grained snap-based building system.
  • Asynchronous multiplayer for building system.
  • Erosion-based building degradation.
  • Combat & AI.
  • Animation programming.

Rift

Madman Studios

Duo Developer, Jan '23 – June '23

Engine — Unity

Main Responsibilities

  • Co-developed a polished vertical-slice prototype for stakeholder and arts-grant pitching, including production timeline and cost planning.
  • Owned level design and traversal feel, building a responsive first-person parkour controller tuned around momentum, readability, and flow.
  • Implemented core survival systems including crafting, inventory management, and resource collection loops.
  • Produced supporting VFX, audio, and rapid prototype iterations to communicate the project's tone, mechanics, and production viability.

Fiction & Essays

Creative Writing

A selection of high-fantasy short stories.

Get in touch

Contact

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