Riley Clarke
Games Programmer · Liverpool, UK
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 (2023–2026)
Contracted by Undead Labs, Microsoft
Ongoing contract work contributing gameplay and engine-level systems for State of Decay 3, a survival game from Undead Labs.
Read the development story →Games Programmer · Wushu Studios (2023)
Contracted by Mediatonic, Epic Games
Contributed to Fall Guys' Creative Mode, the in-game toolset that lets players build and publish their own levels.
Read the development story →Junior Programmer · Wushu Studios (2019–2021)
Contracted by Lucid Games, Sony
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.
Read the development story →Solo project · Ongoing · programmer, systems designer & AI
A hex-grid, deck-based tactics game built from scratch in Unity, with a heuristic beam-search AI opponent, procedural map and hex-grid generation, and a self-play analytics pipeline that drives card balancing from real match data.
Read the development story →Solo project · 2021 · 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.
Read the development story →Programmer / Project Manager · Major Project (2019) · 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.
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Programmer / Project Manager · Brains Eden (2019) · 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.
Read the development story →Solo project · Advanced Games Implementation Project (2019)
A Minecraft-inspired technical demo: procedurally generated, voxelized terrain in an infinite world, built from scratch in Unreal Engine 4.
Read the development story →Solo project · 2nd-Year University Project (2018)
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.
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Solo project · University Module Project (2018)
A procedurally generated roguelike shooter for Android, built solo in Unity for a Games Hardware & Architecture module, controlled entirely with the accelerometer and gyroscope.
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Programmer / Project Manager · Ludum Dare 45 (2019) · 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 · University Game Jam (2018)
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 · Ludum Dare 42 (2018) · 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 · Alakajam #3 (2018) · 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 · University Game Jam (2018)
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 · Ludum Dare 40 (2017)
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 · Charity Game Jam (2017)
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 · Dare to be Digital (2016) · 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.
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