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.
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.
Read the development story →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.
Read the development story →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.
Read the development story →
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.
Read the development story →
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.
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.
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.
Read the development story →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.
Read the development story →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.
Read the development story →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.
Read the development story →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.
Read the development story →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.
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.
Read the development story →
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.
Read the development story →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.
Read the development story →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.
Read the development story →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.
Read the development story →