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Freelance Systems Engineer
Jul 2024 ā Present
Bachelor in Computer Engineering & Computer Science - University of Washington (Expected June 2027)
A.A. of Science - Pierce Community College
Hi, Iām Landon Wardle, a 4.0 GPA Computer Engineering and Computer Science student at the University of Washington. I own the end-to-end software engineering lifecycle of reusable systems ā from requirements gathering and object-oriented design through deployment to live titles supporting 1,000+ concurrent users. My work spans embedded C++ on Raspberry Pi and ESP32 platforms, distributed hardware with custom PCB design, and real-time client-server architectures optimized for performance.
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Browse My Recent
IN PROGRESS ā Developing FSM-based plant watering units that communicate with a central ESP32 microcontroller over a distributed network architecture. Iterated circuit design from initial pinout schematic through breadboard-Arduino prototype, targeting a final custom PCB layout. Integrating capacitive soil moisture and DHT11 environmental sensors to drive VPD-based automated watering decisions carried out by a DFR0523 pump.
Programmed and tested a Raspberry Pi-controlled Mecanum wheel car by writing a menu-driven C++ driver program for Raspberry Pi (Linux) capable of omnidirectional movement using abstracted object-oriented principles. Ensured proper operation with both a programmed simulation and physical testing targeting omnidirectional movement and heading changes.
Designed a tree-traversal algorithm with branch pruning to dynamically generate voxel-octree meshes that create the illusion of destructible, prebuilt environments, enabling responsive destruction. Innovated from references provided by customer with support of destructible 2D images using UV Mapping and Vector math. Conducted performance profiling and benchmarking to optimize voxel subdivision algorithm, reducing full subdivision-cycle times from 10-15 seconds on average for subdivision sizes of 0.1x0.1x0.1 to roughly 150 ms.
Surveyed existing real-time building tools and plugins, documenting features like live collaboration and cross-platform support to inform software design and architecture. Refactored legacy building code into a modular object-oriented design; reduced duplication and improved iteration speed for new features. Launched the system in two live games supporting 1,000+ concurrent players, powering thousands of user-generated builds.
Engineered a backend transaction management system handling in-game purchases, gifting, and cross-server operations for Roblox titles. Implemented asynchronous cross-server messaging to support gifting to players in different servers or offline. Designed a scalable, front-end-agnostic architecture enabling seamless integration with any developer's UI layer.
Architected an object-oriented FSM-based Battle Royale framework managing full server-side game lifecycle for Roblox titles. Built client-side UI systems including an expandable minimap, countdown display, and spectating interface. Integrated configurable RNG-driven loot mechanics through chests and zone modifiers.
Developed an object-oriented cross-server minigame queue system handling party grouping, gamemode matchmaking, and teleportation with persistent data for automatic team construction. Implemented region-based queue routing, including a global fallback, to optimize player latency and server performance.
Built a client-side ragdoll system where the server manages an authoritative invisible rig while each client linearly interpolates a visible copy, achieving near-instant responsive ragdoll physics. Exposed configurable parameters enabling developers to fine-tune ragdoll behavior for individual use cases.
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This project was commissioned by a client and the source code is not publicly available. To request access to the codebase or the private GitHub repository, please reach out via Email or LinkedIn.