Games Programmer · Liverpool, UK

Riley Clarke

Professional games developer with over 7 years of industry experience.
Proficient in C++ with Unreal Engine & C# with Unity.
Whether it be voxels, sprites or vehicles, I'm building games from the ground up.

Always happy to receive enquires.

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State of Decay 3

Wushu Studios, contracted by Undead Labs · 2023–2026

Games Programmer · Wushu Studios, contracted by Undead Labs

Ongoing contract work building the vehicle camera system for State of Decay 3, an open-world survival game from Undead Labs.

Data-driven camera tracking, reactive FOV and shake, and collision-aware framing, kept deliberately high-level here since this is active, confidential work.

  • C++
  • Unreal Engine 5
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Fall Guys

Wushu Studios, contracted by Mediatonic · 2023

Games Programmer · Wushu Studios, contracted by Mediatonic

Contributed to Fall Guys' Creative Mode, the in-game toolset that lets players build and publish their own levels.

Built multiselect for the level editor around a single pivot object that broadcast delta transforms to the rest of the selection, plus object rotation and general feature work and bug fixing.

  • C#
  • Unity
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Destruction AllStars

Wushu Studios, contracted by Lucid Games · 2019–2021

Junior Programmer · Wushu Studios, contracted by Lucid Games

My first project as a junior programmer in the industry, working on creative mode object placement and lifecycle before shifting to pre-release critical fixes.

Built object placement and lifecycle management for creative mode in Unreal Engine C++, debugged multiplayer issues using custom builds and servers, and owned the badge and achievement UI.

  • C++
  • Unreal Engine
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RedMirror gameplay: RTS units moving and fighting under the custom fog of war

RedMirror

Solo Project · 2021

Solo project · programmer, network architect & designer

A networked real-time strategy prototype built from scratch in Unity, exploring server-authoritative multiplayer architecture, a data-driven ability framework, and a custom fog of war system.

Built on Mirror networking with dedicated Windows client and headless Linux server builds, full RTS selection/command systems (drag-select, control groups, rally points), and a hand-rolled raycast-based vision system with runtime procedural mesh generation.

  • C#
  • Unity 2020.3
  • Mirror Networking
  • NavMesh
  • Odin
  • DOTween
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Niloc gameplay: two players fighting with ability effects in the arena

Niloc

Major Project · 2019

Programmer / Project Manager · team of 6 (+3 outsourced)

A 2–4 player local multiplayer game blending MOBA-style ability play (think DOTA 2) with fully customizable ability sets: players build their kit from twelve abilities across four sets instead of picking a fixed character.

Built a Scriptable-Object-driven ability framework for fast, designer-friendly iteration, a pooled particle/projectile system (PoolManager), and a custom complex-collider tool inspired by Unreal's FBX static mesh pipeline.

  • C#
  • Unity 2018.3
  • Odin
  • DOTween
  • Rewired
  • FMOD
  • Cinemachine
  • HDRP
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The Robrawl title card animating in over the dojo arena, its spiked boundary fence and pinballs scattered across the floor

Robrawl

Brains Eden · 2019

Programmer / Project Manager · team of 5

A 2–4 player local multiplayer robot brawler built for Brains Eden 2019: punch opponents for knockback, or grab one of the pinballs bouncing around the arena and launch it at them instead.

Damage, knockback, and ring-outs all route through a shared Health/HealthDamager framework, with a BallSpawner escalating how many pinballs are in play as the match goes on.

  • C#
  • Unity 2019.1 (LWRP)
  • Rewired
  • Odin
  • DOTween
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Badwiches title card: a customer peers over the sandwich stand counter

Badwiches

Ludum Dare 45 · 2019

Programmer / Project Manager · team of 5

A deadly sandwich-shop business sim built in 48 hours for Ludum Dare 45: you start with no money and barely any real ingredients, so every order means scavenging the house for fillings and hoping customers don't notice.

  • C++
  • Unreal Engine
  • Maya
  • ZBrush
  • Substance Painter
  • FMOD Studio
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WorldCraft

Advanced Games Implementation Project · 2019

Solo project

A Minecraft-inspired technical demo: procedurally generated, voxelized terrain in an infinite world, built from scratch in Unreal Engine 4.

Terrain is generated from simplex noise sampled across multiple octaves, stored in a custom chunked voxel data structure, and rendered efficiently using instanced static meshes for repeated elements like grass.

  • C++
  • Unreal Engine 4
  • Procedural Generation
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Ferral

University Game Jam · 2018

Solo project

A Werewolf-inspired social deduction game built in 24 hours: hidden hunters and a hidden werewolf share a village of AI villagers, and the werewolf wins by picking off the hunters before they work out who it is.

  • C#
  • Unity3D
  • Blender
  • Mixamo
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DataSkream

Ludum Dare 42 · 2018

Programmer · team of 4

A rhythm platformer built in 48 hours where platforms thin out as the track's intensity rises, tying the difficulty curve directly to the music.

  • C#
  • Unity
  • Odin
  • DOTween
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Lumina

Alakajam #3 · 2018

Programmer / 3D Artist / PM · team of 4

A 48-hour jam game about escaping catacombs on a constantly depleting light life force, with invisible enemies lurking in the dark.

  • Unity
  • Maya
  • Blender
  • Substance Painter
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Plucky

2nd-Year University Project · 2018

Solo project

A VR puzzle game about chaperoning AI bots through a level towards the exit: players reshape the terrain by placing blocks to build safe paths across hazards the bots can't cross on their own.

Built on a Prefab/ScriptableObject block system with a shared abstract base class, a singleton LevelManager for runtime level loading, and a switch-case state machine driving bot movement.

  • C#
  • Unity
  • VRTK
  • Odin
  • DOTween
  • Blender
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Gallant

University Game Jam · 2018

Solo project

A 2–4 player local multiplayer space shooter built in 30 hours, where using abilities raises your APM and a higher APM speeds up your ship.

  • C#
  • Unity3D
  • Blender
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Venture gameplay: navigating a procedurally generated level and fighting enemies on Android

Venture

University Module Project · 2018

Solo project

A procedurally generated roguelike shooter for Android, built solo in Unity for a Games Hardware & Architecture module, controlled entirely with the accelerometer and gyroscope.

Levels are generated from cellular automata and marching squares, enemies and projectiles run through an object pooling system, and a weapon rarity system feeds into where loot spawns for run-to-run variety.

  • C#
  • Unity3D
  • Procedural Generation
  • Object Pooling
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The Exalted

Ludum Dare 40 · 2017

Solo project

A Ludum Dare 40 entry where every bullet you fire stays on the field forever, so upgrades that make you stronger also make your own past shots more dangerous.

  • C#
  • Unity3D
  • Photoshop
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Valiant

Charity Game Jam · 2017

Solo project

An Android score-attack dodging game built in 30 hours, controlled entirely by tilting the phone, with a special ability that sends your ship backward through time.

  • C#
  • Unity3D
  • Photoshop
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Sqube

Dare to be Digital · 2016

Artist / Designer · team of 8

An 8-person team's pitch for Dare to be Digital 2016, a cube-based puzzle game whose levels I prototyped and tested with a physical Rubik's Cube.

  • Blender
  • Photoshop
  • Level Design
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