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St Louis, Missouri, United States
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Benjamin Jordan shared thisMy excursions into agentic toolsets continues! This time with a real thing you can try. RIGHT NOW. https://lnkd.in/gGGviMMK
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Benjamin Jordan shared thisAnthropic has me so intrigued: "It is likely impossible to completely prevent universal jailbreaks, but our goal is to make any remaining jailbreaks sufficiently slow and costly that we can detect and prevent them before they are used at scale." It shows me two things: 1. This is such fresh territory that we do not know what is even theoretically possible. 2. Currently our best defense is simply "physics". https://lnkd.in/gjdU-j4a
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Benjamin Jordan shared thisI am announcing a new game today -- but first, a short backstory :) As you may know, maybe 18 months ago I started a teensy indie game studio called Spyre. I got a couple publishing deals, dropped a few games (Hangman Clash + The Fallen Court -- iykyk), hit over a quarter million skill-based PVP matches (pretty cool), and then continued my irresponsibility streak and decided to pay it forward. Like an idiot, I put some of the revenue into someone else's indie game. Bonkers, I know-- but I've been following along with the game's progress for months and daggum: it's really shaping up! I'm genuinely excited to share this game that I didn't make! Well today is the day to announce this mysterious game. It's called "Flame, Forest & Flood", and it's a three-player, skill-based strategy game crossed with a cozy sim. Doesn't that sound amazing? You will be sipping hot chocolate in fuzzy socks while bringing your adorable enemies to your knees. FFF appealed to me because I wrote Hangman Clash with a similar premise: make a skill-based PVP game that is simple to learn, but difficult to master. That combination is rare, and it is hard to build. Congrats to Blazej Zywiczynski and the good folks over at Fairy Mount Games as their hard work over the past few years is now starting to see the light! The Steam page is live now, and the playable demo goes up June 15 for Steam Next Fest. If you've got ten seconds, wishlist it. This would be enormously helpful as Steam's whole visibility machine runs on that number, and for a small team it can really help. https://lnkd.in/gXacZbiS
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Benjamin Jordan shared thisI keep learning new things about working with agents! Hotseat: the aptly-named agentic toolset of the future is maturing-- read my latest exploits! Also, I am looking for alpha (or whatever comes before alpha) testers... If you are interested, DM me for access to the Discord. Prereqs: - MacOS users only - Claude Code users only - You are prepared to run into bugs and help me out - You will have constructive feedback https://lnkd.in/gmisbA-J
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Benjamin Jordan shared thisWell, Claude Code, it was a good run-- we'll always remember May 5th with fondness. Now back to the usual.
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Benjamin Jordan shared thisWhen your heroes say dumb things. https://lnkd.in/gmYCvzHM
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Benjamin Jordan posted thisAnthropic is the new Netscape and they've already created their JavaScript: MCP.
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Benjamin Jordan shared thisWrote the second deep dive on the core, event sourced component of the Powerhouse stack, called "The Reactor". This article is about reconciling local-first event streams when multiple users (and their flaky network conditions) are editing the same document. A quick tour of the schemes that don't quite fit: • Multiplayer games — great if you like a central server stomping on your work. Less great for collaborative documents. • CRDTs — mathematically lovely, but I would not like my bank to use them. • Operational Transformation — closer, but rewriting other people's intent feels rude. So we built something we call "Operational Reshuffle": append-only, intent-preserving, and (optionally) cryptographically locked down. Let me know what you think! https://lnkd.in/gNTfXt7C
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Benjamin Jordan liked thisBenjamin Jordan liked thisFifteen years ago I was on the other side of this. First as an editor, then building on the engine side at Unity, and later in product. Most of that time I watched other people's games launch and saw what happened to them next. One pattern stayed with me. I reviewed close to a thousand titles as a critic, then saw more than a hundred move through Unity. The games that stuck were almost never the ones with the biggest budgets. They were built around a world and characters people wanted to keep coming back to. That kind of IP travels. It moves from one platform to the next, and eventually it moves past games entirely. I started Fourth Act to build this kind of IP. Most studios hope a game breaks out, then figure out the rest. We consider this from the moment we start developing a game concept. Our first title is Brackish Waters, a first-person crime drama set in San Francisco, coming to PC and Mac in 2027. It's a game about living with the choices we make and finding connection after a family is torn apart. I don't think you have to break the bank to make a game that sticks with people. I'll share more of our progress, and the lessons we're learning along the way.
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Benjamin Jordan liked thisBenjamin Jordan liked thisI am seeing the same complaint over and over with local AI. People want to run models locally because they want privacy, speed, control, and to keep their data on their own machine. But then they install something and immediately get hit with a wall of switches, knobs, flags, backend options, GPU settings, thread counts, memory settings, and all kinds of other stuff they now have to figure out. I can’t stand that crap. Most people do not want to spend half their day tuning settings just to get a model running well. They want to install it, pick a model, and get to work. That is one of the big reasons I am building Camelid the way I am. The system should be smart enough to look at the machine it is running on, look at the model you picked, check what hardware is available, and make the best choices it can on the fly. If you have a GPU, use it. If you do not, run on CPU. If the machine is constrained, back off and make it work. If the hardware is powerful, push it harder. It is still a work in progress, and I am not pretending it is perfect yet. But that is the goal I am chasing. I do not want configuration hell, or guessing games. You do not need to know every internal setting just to get useful results. Local AI should feel more like an appliance. You turn it on, pick the model, and it just works.
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Benjamin Jordan liked thisCome check out what ArenaNet and 2weeks have been cooking up!Benjamin Jordan liked thisToday marks a major milestone for the Guild Wars franchise: Guild Wars Reforged has officially launched globally on iOS and Android. Bringing Tyria to mobile is more than a platform expansion - it’s a statement of our long‑term commitment to our players and to the future of our games. ArenaNet continues to invest deeply in the Guild Wars franchise, honoring its legacy while introducing it to new generations of players and giving long‑time fans even more ways to experience the world they love. We’re incredibly proud to share our first-ever mobile title with you. Enjoy exploring Tyria in an entirely new way! https://lnkd.in/d2qbn-uH
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Benjamin Jordan liked thisBenjamin Jordan liked thisToday is a big milestone for our indie game studio, Lurker Entertainment. We've launched our public Steam page for Elderfeast! https://lnkd.in/giWusGZC Putting together the trailer, social sites, Steam page, and, you know, actual gameplay to back it up has been a huge effort by the team as we've expanded our roles to take on anything and everything needed to get it out there. We're currently a self-funded, five-person project powered by sheer willpower to find a better way in this chaotic and often dystopian industry. Thank you all for your support and, if you like what you see, Wishlist Elderfeast today! Special shout out to the talented Angie Lai for illustrating our Steam capsule art!
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Benjamin Jordan liked thisBenjamin Jordan liked thisTired of placing patrol waypoints, I built a custom Patrol Behavior Node that lets AI patrol directly on Unity Splines. The node supports three patrol modes: • Patrol Once → Traverse the spline once and stop. • Patrol Loop → Restart from the beginning after reaching the end. • Patrol Ping Pong → Reverse direction and patrol back and forth. Using splines makes patrol paths much easier to create and modify while keeping movement smooth and natural. Currently exploring Unity's Behavior package and building custom nodes to extend its capabilities. Looking forward to diving deeper into Behavior Trees and more advanced AI systems. #Unity3D #GameDevelopment #GameAI #BehaviorTree #UnityDeveloper #GameDev
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Benjamin Jordan reacted on thisBenjamin Jordan reacted on thisYou’re not that different… And I mean that in the best way possible. This past weekend, I had the experience of a lifetime with my good friend David Kremmel, cheering on Team USA 🇺🇸 as they secured a 2–0 victory over Australia 🇦🇺 at the World Cup in Seattle. As I’ve reflected on the experience over the last few days (and waited for my voice to recover), one thought keeps coming back to me: 👉🏼 People spend a lot of time trying to stand out. We want to be different. Distinct. Memorable. 👍🏼 But there’s something uniquely powerful about the things that bring people together. In communications, we can fall into the trap of chasing the newest idea, the most creative message, or the most unique tactic. In the process, we sometimes lose sight of the audience we’re trying to reach. Not every successful campaign requires reinventing the wheel. 🛞 Sometimes the best move is to build on a strong foundation. To reinforce what already resonates. To lean into the stories, values, and experiences that people already connect with. 🌎 We all have differences worth celebrating, but many of the things that capture our attention and unite us are surprisingly universal. For nearly a century, the World Cup has brought people together around a simple game. The rules have evolved over time (I’m still undecided on those hydration breaks), but the heart of the experience remains the same. 💡 The lesson for communicators? Don’t become so focused on being different that you forget what connects people in the first place. #Communications #Leadership #Storytelling #WorldCup #Marketing #PublicRelations
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Benjamin Jordan reacted on thisBenjamin Jordan reacted on thisHello everyone! Been a minute since I’ve tended to my LinkedIn page. After almost 2 and a half years at PeopleFun I am once again in search of new adventures. I’m currently open for projects large and small, salaried or freelance! Hit me up, I’d love to collaborate on your next project! https://lnkd.in/gEnnexfw
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Benjamin Jordan reacted on thisBenjamin Jordan reacted on thisALSO to be super clear, I am totally okay. I am not in dire straits, and I am extremely grateful to still have the ability to be particular about which roles I consider. But while I'm on my rare "I should post on LI and let people know I'm alive and looking" mode... please consider checking out PJ's post. He is a Class-A awesome human being and deserves all the love and help. https://lnkd.in/gPYkb5NxDonate to PJ’s Spine Recovery, organized by Anisha DDonate to PJ’s Spine Recovery, organized by Anisha D
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Enkluplayer
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See projectEnkluplayer is an Augmented Reality (AR) runtime for HoloLens 1 and 2, WebGL, Windows, Android, and iOS.
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Simon Stern
Apricot Studios • 815 followers
x402 is a really interesting concept: Instead of APIs, payment requests are bundled directly into the endpoint itself and makes it easy for agents to buy/sell data between each other without first setting up an API integration between the two entities. Simply put: Endpoints can quote a price, and get paid per request. This will eventually make or a far more connected agentic web, especially for trading, where access to really discrete and short lived pieces of data will become a premium to have a real edge in the market. There is a bit of a cold-start problem here, because for most information you’d likely get it from the same place, and so it would make sense to setup that API access and have a well defined access for your agent. x402 is for situations where your agent is out scurrying the web for pieces of information to connect to its overall thesis in that particular millisecond. Lets say its tracking the price of bitcoin via an API and sees a dip that looks out of place. It could perform some kind of statistical analysis or access another wellspring of data, and maybe that leads it to some thesis of an emerging breaking story on wheat futures, for example. Where x402 can come into play is that it can now decide to access a particular website that keeps extremely close track of this, and request information on wheat futures from the last 10 seconds. That endpoint, to which it did not have API access, can say “sure, it’ll be $5 if you want my special analysis on the last 20 seconds of news on this topic”. The agent pays up and reconciles its new information with what it knows from other sources and can then make a better trading decision. There are variations of this too. Being able to sell variable access to a subset of data, at the level of an HTTP request, allows for different trading agents to buy metered data according to their individual need and to for the market to normalize on what those prices should be, per subset of data. Where it gets more interesting is not just selling data explicitly, but rather its own trusted, premium analysis of that data in that moment: reducing overall latency of the trade and allowing the provider to sell a slice of on-demand analysis, only useful for the next few seconds, that is more sophisticated than just a dataset.
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Ali Raza
TARC Solutions • 3K followers
The Unity Editor is the biggest liar in your tech stack. In the Editor everything works. In the browser the tab commits suicide. I've seen this happen more than once in WebGL projects that looked perfectly fine during development. Then launch day arrives and suddenly: • the build takes 20 seconds to load • the tab crashes on mid-range laptops • memory spikes kill the browser session At that point teams start looking for "performance bugs". But most of the time the problem started months earlier. Typical issues I see when reviewing Unity WebGL deployments: • large media files bundled inside the build • asset pipelines designed for desktop, not browsers • build settings drifting between machines • no crash analytics or memory profiling in production The code itself usually isn't the real problem. The architecture around the build is. From time to time I review Unity/WebGL deployments for teams preparing to ship browser experiences. If your WebGL project is starting to feel heavier than expected before release, it might be worth validating the delivery architecture early. thealiraza.com TARC Solutions #gamedev #webgl #softwareengineering #startups #indiedev
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Rod Morison
CNote • 1K followers
Claude Code + Opus is now excellent at surfacing unknowns in large codebases and for epic sized projects. If you're not starting every epic with AI research spikes and pre-spike clarifications, you're missing a big part of first delivery success. "Is this epic shovel ready or do we still have gaps?" #ai #claudecode #compoundengineering
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Levent Polater
Google • 4K followers
Gemini 2.5 Flash Image Preview releases with a huge lead on image editing on LMArena 🚀 The model is available for free to try in the Gemini app and ai.studio, along with availability in the Gemini API at $0.039 per image. Docs: https://lnkd.in/eeHmU2dU Blog post: https://lnkd.in/e7CJeGFx
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Josh Bryant
GraphnAI • 1K followers
It's been one week since I announced the launch of GraphnAI, and what a week it's been! I've mostly been heads-down building, but I wanted to share a quick update from the lab. This isn't a mock-up. This is functioning code. We ingested a live Active Directory environment into the FidelID™ engine to stress-test the visualization with over 1,000 nodes. In the screenshot, the Pink Dashed Lines visualize the "blast radius" of a simulated access grant. This is the start of our Predictive Provisioning feature, allowing you to see the effects of a change before you make it. You might also spot the early UX for our Asset Criticality Engine and Critical Junction Analysis taking shape in the sidebar. Beyond the code, the response has been incredible. From investors and partners to engineers wanting to join the mission, the signal is clear: The market is tired of admiring the problem, and ready to start fixing it. With this rapid progress, I'm opening up a few spots for US-Based Design Partners. If you manage a complex Hybrid AD/Entra ID environment and want to stop drowning in alerts, shoot me a DM or request access at graphnai.com. I also wrote a deeper dive on the philosophy behind this architecture here: https://lnkd.in/gDCREtTn #BuildingInPublic #IdentitySecurity #GraphnAI #ActiveISPM #Cybersecurity
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