Benjamin Merrick Email & Phone Number
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Benjamin Merrick is listed as Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development at Build A Rocket Boy, a with 136 employees, based in Southam, England, United Kingdom. AeroLeads shows a matched LinkedIn profile for Benjamin Merrick.
Benjamin Merrick previously worked as Senior Producer at Build A Rocket Boy and Technical Product Director at Creative Assembly. Benjamin Merrick holds Bsc Hons, Computer Science from Durham University.
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About Benjamin Merrick
I am a seasoned professional in games engineering and production, having collaborated on the release of 15 AAA console and PC games. Most recently, I served as the Technical Product Director at Creative Assembly, leading a team of Product Owners across multidisciplinary areas for the acclaimed Total War franchise. Before this, I dedicated over 20 years to Ubisoft, working on renowned console-first open-world vehicle games including the DRIVER, Watch_Dogs, Ghost Recon, Far Cry and Assassin's Creed franchises.With a strong foundation in engineering, production, and product representation, I enjoy using my skills and experience to foster productive people-centred relationships that engage multiple studio stakeholders and drive innovation within the game development sector.
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Benjamin Merrick work experience
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Technical Product Director
Accountable for aligning and streamlining 7 critical technology teams responsible for the creation of simultaneously developed projects in the Total War franchise. Focused on evolving these teams and technologies with a product strategy to increase the future quality and speed of development for future Total War games.
Technical Account Director
Responsible for aligning a suite of internal cloud technologies that served, amongst others, CA’s customer account solution and the dynamic scaling of user services to meet demand, forming the studio’s cross-project liveplatform.▪ Researched the AWS platform technologies (EC2, VPC, S3 EBS, DynamoDB, RDS and others) used in the products in order to better understand the existing solutions.▪ Studied the CA bespoke processes and software solutions and facilitated discussion on the future of the technology with the team.▪ Researched and evaluated the existing product vision, in order to improve product understanding within the company.
Producer
Responsible for the direction and vision for Ubisoft’s shared vehicle middleware technology, securing and growing the product and the team to deliver value into Ubisoft’s open world AAA titles.▪ Planned and coordinated the strategic decision to consolidate the technology into a wider suite of Ubisoft Technology tools, and the changes required to align the team with the Technology Group team run from Montreal, Canada.▪ Responsible for performance, tracking, roadmapping and budgeting of the team and product in order to deliver essential functionality to simultaneous internal Ubisoft projects.▪ Oversaw the product move to a CI/CD strategy that enabled regular software releases into the Ubisoftcommunity quickly and efficiently whilst minimising risk to the AAA games in production, and improved our cycle time metrics.
Producer
Due to a focus change at the studio the vehicle team was disbanded in 2018. I stepped into the role of Producer on the Starlink: Battle for Atlas, Crimson Moon DLC collaboration with Ubisoft Toronto. The DLC was 3 months into production, over-scoped and with tight deadlines to delivery.▪ Quickly integrated into the project team, the vision for the project and the needs of the collaboration.▪ Analysed the team’s scope vs capacity for the existing agreed deliverables. Identified the team was already over scoped, negotiated a reduction in scope with the lead studio and key stakeholders that would allow the team to deliver on time and to expected quality.▪ Following the successful delivery of the Starlink DLC I was asked to reform the Vehicle Middleware team with fewer resources (initially 7 developers) and an appropriately focused mandate.▪ Spearheaded the creation of a new Vehicle Middleware Team, taking responsibility for crafting a new project vision, defining and agreeing strategy, roadmaps and milestones as well as responsibility for the project budget ensuring that Ubisoft’s AAA titles had the support they needed to de-risk their projects.
Vehicle Realization Expert
Oversaw the growth of the Vehicle Middleware Team, as our internal reputation increased and we continued to secured more internal clients. To ensure the continued quality of our output, I assumed a Creative Direction role responsible for project vision and creative collaboration with clients.▪ Responsible for defining and scoping the creative content collaboration for Watchdogs 2, Ghost Recon: Wildlands, Far Cry 5, Far Cry 6 and Watchdogs: Legion.▪ Vision holder for the Vehicle Team Creative Direction and strategic collaborations.▪ Oversaw the development and extension of the internal tools that enabled our ability to deliver.
Producer
Responsible for the instigation of a new shared technology team focusing on vehicle realisation in Ubisoft’s open world games. Built the team from 3 developers to over 60 at its peak, and successfully secured collaborations on the vehicle experiences ESPN: Sports Connection, Ghost Recon: Wildlands and Assassin’s Creed: Syndicate.▪ Spearheaded and owned the proposal to create a new technology team within Ubisoft, including vision, competitor analysis, scope and budget as well as continuing the studios vehicle gameplay reputation.▪ Championed an inclusive, friendly and focused team culture that put the talent and growth of the teammembers at its heart.▪ Responsible for key strategic decisions ensuring the middleware was game engine and physics engineagnostic, which went on to be pivotal to the middleware’s internal success.▪ Secured and delivered successful collaborations with Ubisoft Barcelona, Ubisoft Paris and Ubisoft Montreal.
Engineering Manager
Responsible for the management and recruitment of the studios engineering team. Oversaw the engineering team as Reflections moved from single project development (Driver: San Francisco) to multi-project development (Watch_Dogs, Just Dance 2012 and project prototyping).▪ Responsible for overseeing the studio's technical developers, and the engineering structure to facilitate productivity and retention.▪ Oversaw the studio-level cross-functional communication and collaboration between the studio development teams to ensure multiple projects could be successfully delivered in parallel.▪ Oversaw the collaborations with external teams and studios order to align with the Ubisoft engineering vision.
Vehicle Team Lead
Led the cross-discipline Vehicle Development Team on Driver: San Francisco, overseeing delivery of the vehicle experience in the driving game Driver: San Francisco.▪ Responsible for managing and maintaining a highly creative team consisting of engineers, artists and designers to ensure the delivery of the critically acclaimed Driver: San Francisco vehicle experience.▪ Led the planning and delivery of high quality vehicle technologies to tight timeframes and delivery dates.▪ Technologies developed under my leadership included an all-new vehicle handling simulation, vehicle damage simulation, all-new in-car experience, articulated vehicle simulation and the development of over 150 unique and balanced vehicle behaviours for licensed cars all of which were essential to the vision of the game.
Vehicle Programmer
Maintained and expanded Reflections’ class-leading vehicle handling and vehicle damage simulation, as well as the design and implementation of the tools necessary to aid development of the data assets.▪ Responsible for maintaining essential technologies that delivered the characteristic Reflections vehicle feel.▪ Implemented R&D initiatives necessary to push the performance and capability of the vehicle technology.
Tools Programmer
Responsible for the updating the geometry toolchain and data pipeline that allowed artwork and configuration data to be converted into runtime assets.▪ Oversaw 25+ interlinked tools to enable the creation of game assets in efficient timeframes.▪ Joined the Driv3r team 6 months from release to ensure the project was able to meet agreed final deadlines.
Tools Programmer
Responsible for the updating the geometry toolchain and data pipeline that allowed artwork and configuration data to be converted into runtime assets.▪ Oversaw 25+ interlinked tools to enable the creation of game assets in efficient timeframes.▪ Joined the Driv3r team 6 months from release to ensure the project was able to meet agreed final deadlines.
Games Programmer
Team member on development of Street Racing Syndicate prototype. Brought in towards the end of the project to aid with scripting and debugging. Produced cross-platform code as part of a rapid prototyping team.
Games Programmer
Part of the 4-person programming team that developed Rocky from creation to completion. Responsibilities included the 5 training sub-games, a dynamic camera system, dynamic intelligent replay system, and the crowd animation system.
Colleagues at Build A Rocket Boy
Other employees you can reach at buildarocketboy.com. View company contacts for 136 employees →
Natan Walentin-Konieczny
Colleague at Build A Rocket BoyWest Calder, Scotland, United Kingdom
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Antoine Déjean
Colleague at Build A Rocket BoyMontpellier, Occitanie, France
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Charlie Faucheux
Colleague at Build A Rocket BoyFrance
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🎮 Richard Burnham
Colleague at Build A Rocket BoyLondon, England, United Kingdom
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Ashleigh Couser
Colleague at Build A Rocket BoyEdinburgh, Scotland, United Kingdom
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Robert Gleave
Colleague at Build A Rocket BoyEdinburgh, Scotland, United Kingdom
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Michael Ma
Colleague at Build A Rocket BoyManchester Area, United Kingdom
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Dávid Magyari
Colleague at Build A Rocket BoyHungary
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Tarik Benouissaaden
Colleague at Build A Rocket BoyRabat, Rabat-Salé-Kénitra, Morocco
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Alessandro Arsenio
Colleague at Build A Rocket BoyEdinburgh, Scotland, United Kingdom
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Benjamin Merrick education
Bsc Hons, Computer Science
4 A-Levels, 9 Gcses
Frequently asked questions about Benjamin Merrick
Quick answers generated from the profile data available on this page.
What company does Benjamin Merrick work for?
Benjamin Merrick works for Build A Rocket Boy.
What is Benjamin Merrick's role at Build A Rocket Boy?
Benjamin Merrick is listed as Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development at Build A Rocket Boy.
Where is Benjamin Merrick based?
Benjamin Merrick is based in Southam, England, United Kingdom while working with Build A Rocket Boy.
What companies has Benjamin Merrick worked for?
Benjamin Merrick has worked for Build A Rocket Boy, Creative Assembly, Ubisoft Leamington, Ubisoft Reflections, and Reflections, A Ubisoft Studio.
Who are Benjamin Merrick's colleagues at Build A Rocket Boy?
Benjamin Merrick's colleagues at Build A Rocket Boy include Natan Walentin-Konieczny, Antoine Déjean, Charlie Faucheux, 🎮 Richard Burnham, and Ashleigh Couser.
How can I contact Benjamin Merrick?
You can use AeroLeads to view verified contact signals for Benjamin Merrick at Build A Rocket Boy, including work email, phone, and LinkedIn data when available.
What schools did Benjamin Merrick attend?
Benjamin Merrick holds Bsc Hons, Computer Science from Durham University.
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