Benjamin Merrick
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Benjamin Merrick Email & Phone Number

Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development at Build A Rocket Boy
Location: Southam, England, United Kingdom 14 work roles 2 schools
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Role
Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development
Location
Southam, England, United Kingdom
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Benjamin Merrick is listed as Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development at Build A Rocket Boy, a company 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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Build A Rocket Boy
Build A Rocket Boy
Senior Producer. Formerly Sega, Ubisoft | Product Leadership & Software Development
edinburgh, edinburgh, united kingdom
Employees
136
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14 roles

Benjamin Merrick work experience

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Senior Producer

Current

Edinburgh, Scotland, United Kingdom

Sep 2024 - Present

Technical Product Director

Horsham, England, United Kingdom

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.

Jan 2024 - Jul 2024

Technical Account Director

Horsham, England, United Kingdom

  • 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.
  • 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.
Oct 2023 - Dec 2023

Producer

Royal Leamington Spa, Warwickshire, United Kingdom

  • 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.
  • 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.
Jul 2019 - Oct 2023

Producer

Newcastle Upon Tyne, United Kingdom

  • 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.
  • 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.
  • 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.
Oct 2018 - Jul 2019

Vehicle Realization Expert

Newcastle Upon Tyne, United Kingdom

  • 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.
  • 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.
Nov 2014 - Oct 2018

Producer

Newcastle Upon Tyne, England, United Kingdom

  • 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.
  • 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.
Jan 2012 - Nov 2014

Engineering Manager

Newcastle Upon Tyne, England, United Kingdom

  • 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.
  • 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.
Jul 2011 - Jan 2012

Vehicle Team Lead

Newcastle Upon Tyne, England, United Kingdom

  • 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.
Jun 2008 - Jul 2011

Vehicle Programmer

Newcastle Upon Tyne, England, United Kingdom

  • 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.
Aug 2007 - Jun 2008

Tools Programmer

Newcastle Upon Tyne, England, United Kingdom

  • 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.
Aug 2006 - Aug 2007

Tools Programmer

Reflections Interactive

Newcastle Upon Tyne, England, United Kingdom

  • 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.
Aug 2003 - Aug 2006

Games Programmer

Gateshead, England, United Kingdom

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.

Mar 2003 - Aug 2003

Games Programmer

Rage Games

Newcastle Upon Tyne, England, United Kingdom

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.

Nov 2000 - Feb 2003
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2 education records

Benjamin Merrick education

Bsc Hons, Computer Science

I studied a variety of technical, theoretical and management courses, comprising both management and technical specialisations. My.

4 A-Levels, 9 Gcses

Ecclesbourne School, Duffield

A-Level: Computer Science, Maths, Physics, General Studies GCSE: 9 A-C including Maths, Science (Double award), Art and Design, English.

FAQ

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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 Sébastien Du Jeu, Clément Dubarry, Daniel Horsman, Nathaniel Whittaker, and Darren Foley.

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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