
Hello!👋 My name is Benjamin Scott, thank you for visiting my site!
I'm an Experienced Game Developer, and Studio Director.
I hold an Honours Bachelor's Degree of Game Design from Sheridan College, where my focus was game design and programming.
I've worked professionally in video games since co-founding my first company, OddBird Studio, in 2016.
In the 9+ years since I've:
▶ Shipped +5 games across PC, mobile devices, and consoles, using the Unity game engine.
▶ Led multi-year, and million-dollar game developments and budgets.
▶ Programmed & designed for numerous co-development clients.
▶ Built cultures fostering independence, responsibility, proactivity, and teamwork.
I work hard to exemplify the cultures I've built, I love problem-solving, I'm passionate about the process of making video games, and I care about doing it better each time!

Send me a note & connection on LinkedIn to have conversation 📨

I'm constantly working on client work and my own ideas!
You can find the 15+ works on my Complete Works page (individual pages under construction).

Select Works

As a Senior Programmer (Porting) programmed & led the design and implementation of:
▶ An asset streaming solution using Unity's Addressables.
▶ A "landmark" system for that streaming solution.
▶ The complete retrofit of existing code to use those systems.
▶ Memory and script optimization for each platform.
Target was 60 FPS, and we could not get changes from the original dev team.
Started at over 8GB of RAM with a substantial CPU and GPU load.
Ended at our target of 60 FPS and 2-3GB of RAM across both platforms, with the optimizations also made to work for PC/Steam without extra effort.
My responsibilities as Senior Lead Programmer & Studio Director were to:
▶ Manage my tasks on this project by consistently communicating with the project manager about my timelines and availability to balance deadlines across the different projects I was on.
▶ Leader the design and teaching of our best practices for asset pipelines, coding standards, and Git practices; all to ensure the smoothest development possible.
▶ Support the other Lead Programmer by mainly focusing on everything outside of the character & their abilities (i.e. UI, game loop, platform features, asset loading/unloading, build pipeline); and to assist with bug fixes in all areas of the game.

As a Lead Programmer & Studio Director:
▶ Contributed to the game's early design and pitches.
▶ Collaborated with the other programmer to create pipelines, coding standards, and plan the implementation of technical systems.
Technical design and implementation of:
▶ Idle game mechanics (the fruit growing on trees, purchasing, progress linked to real world time, etc.).
▶ UI using the concepts and assets provided by our art team.
▶ SDKs for ad networks, platform features, and the build pipeline for iOS and Android.
A Programmer and Studio Director, with my project responsibilities for the design & coding of:
▶ A system to pull all game data from a spreadsheet, with expandability.
▶ The game loop and progression data.
▶ UI using the concepts and assets provided by our artist.
▶ Bug fixing all areas of the game.
▶ Working with our artist to port the game to Android and iOS, changing it to a portrait orientation and implementing Unity Ads.

My very first shipped game. As a Programmer and Studio Director, I contributed to the game's design, and the planning and coding of:
▶ 4-player local & multiplayer using Photon, and input from InControl.
▶ Placeholder UI, and the replacement of them using concepts and assets from our artist.
▶ The game's loop, game modes, and interactive lobby.
▶ Platform features and build pipelines for Steam and the cancelled PlayStation 4 and Xbox One ports.