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Hello, I'm

Landon Wardle

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About Me

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Experience


Freelance Systems Engineer
Jul 2024 – Present

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Education

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Bachelor in Computer Engineering & Computer Science - University of Washington (Expected June 2027)

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A.A. of Science - Pierce Community College

Hi, I’m 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 — 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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Technical Skills

Languages

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Java

Experienced

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Python

Experienced

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C/C++

Experienced

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C#

Experienced

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JavaScript

Intermediate

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HTML/CSS

Intermediate

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Lua

Expert

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MATLAB

Basic

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Verilog

Basic

Developer Tools & Platforms

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Git

Experienced

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VS Code

Experienced

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Godot Engine

Experienced

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Arduino IDE

Intermediate

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LTSpice

Intermediate

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Raspberry Pi

Intermediate

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ESP32

Intermediate

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PCB Design

Basic

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MATLAB

Intermediate

Browse My Recent

Projects

Mecanum Car

Smart IoT Plant Watering System (Herbinator)

IN PROGRESS — 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.

Mecanum Car

Mecanum Car with Raspberry Pi 3

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.

Voxel Destruction

Voxel Destruction

Facilitated dynamically generated voxel-octree meshes that create the illusion of destructible, prebuilt environments, enabling seamless, responsive destruction. Built automated test cases to validate deterministic behavior and kept full subdivision cycles under 10 ms. Conducted performance profiling and benchmarking, reducing full subdivision-cycle times from 1.5 seconds on average to under 50 ms for high instance counts.

Build Mode

Shape-Based Building System

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.

Transaction Manager

Transaction Manager

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.

Battle Royale

Battle Royale Framework

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.

Matchmaking

Minigame Queue Framework

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.

Client-Sided Ragdoll

Client-Sided Ragdoll Framework

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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