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Hello, I'm

Landon Wardle

Software Engineer

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About Me

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Experience


1+ Years
Freelance Systems Engineer

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Education

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Double Major: Computer Engineering & Computer Science - University of Washington Tacoma

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A.A. of Science - Pierce Community College

I am a Computer Engineering and Computer Science student at the University of Washington–Tacoma with a strong foundation in full-stack computing, real-world systems development, and growing hardware experience, including extensive work in Java, C/C++, C#, Python, and Lua, as well as minor experience with Verilog and MATLAB. As a double major in the UW School of Engineering & Technology, I bring several years of personal and commissioned project experience, enjoy designing systems end-to-end, and am developing the ability to bridge software and hardware through coursework in algorithms, data structures, operating systems, object-oriented design, and computer systems.


I am highly motivated and committed to giving 110% every opportunity I can. Let's build something innovative.

Explore My

Technical Skills

Programming Languages

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LuaU

Expert

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Java

Fluent

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C#

Fluent

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C++

Intermediate

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C

Intermediate

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HTML/CSS

Basic

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MATLAB

Basic

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JavaScript

Basic

Ecosystems

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VSCode

Experienced

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GitHub

Experienced

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Godot Engine

Experienced

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Roblox Studio

Expert

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Photoshop

Experienced

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After Effects

Intermediate

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MATLAB

Intermediate

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Arduino IDE

Basic

Browse My Recent

Projects

Mecanum Car

Mecanum Car with Raspberry Pi 3

A Raspberry Pi controlled Mecanum wheel robot car built with a custom chassis, powered by a Raspberry Pi 3 controlling two L298N motor drivers and controlled via Keyboard with a C++ Driver. The car is capable of omnidirectional movement, including strafing left and right, and rotating in place. The project involved designing the chassis, wiring the electronics, and programming the control logic to achieve smooth and responsive movement.

Voxel Destruction

Voxel Destruction

A Octree-based Object-Oriented Programming Voxel Destruction system designed for Roblox games that is capable of turning a prebuilt map into a fully destructible environment. Allows users to create hitboxes of various shapes and sizes that will subdivide rectangular meshes within to create the illusion of destruction. Server handles the subdivisions and clients handle the physics of the debris.

Build Mode

Building Mode

A robust building system for players designed for Roblox games. Contains many features designed to expedite the process of building a custom map, and has modular multi-platform support. Features include keyboard shortcuts, copy, pasting, duplicating, locking, deleting, saving and loading builds, and 9 modes total for transformations alone, with 3 modes going for translating objects, 3 for resizing objects, and 3 for rotating objects.

Transaction Manager

Transaction Manager

A powerful backend transaction management system designed for Roblox games. Allows for users to buy in-game items for themself or other players. Also handles cross-server operations that allows users to gift to other users in different servers or users that are offline. Is also easily scalable to include many in-game purchases for users to interact with, and is designed to integrate into whatever front-end was designed by a given developer.

Battle Royale

Battle Royale Framework

An Object-Oriented Finite State-Machine Battle Royale framework for Roblox games that is designed to handle all operations for a server running a Battle Royale. Also includes client UI such as an expandable minimap, countdown UI, and a spectating interface when eliminated. Also includes chests and lucky zones that can influence their RNG.

Matchmaking

Minigame Queue Framework

A backend Object-Oriented cross-server minigame queue system for Roblox. Allows players to group together with other users in parties and queue up for gamemodes. Handles moving players to gamemode subplaces with relevant data like who they queued with for automatic construction of teams after teleportation. Includes queues per region as well, including a Global queue so players can get servers closer to them for better performance.

Client-Sided Ragdoll

Client-Sided Ragdoll Framework

A customizable client-based ragdoll system designed for Roblox games. The server takes care of an invisible ragdoll (pictured in red), and each client linearly interpolates a copied rig that is visible to the target invisible ragdoll. Allows for near-instant ragdoll that is responsive to players. Also highly customizable to developers, allowing them to fine-tune the ragdoll settings for their individual use cases.

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