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.

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State of Decay 3

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.

  • C++
  • Unreal Engine 5
  • Perforce
  • Gameplay Systems
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Fall Guys

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.

  • C#
  • Unity
  • Perforce
  • Editor Tooling
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Destruction AllStars

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.

  • C++
  • Unreal Engine
  • Perforce
  • Multiplayer
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Aljakun

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.

  • C#
  • Unity
  • Git
  • UI Toolkit
  • Unity Sentis
  • DOTween
  • NUnit
  • Procedural Generation
  • Custom Editor Tooling
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RedMirror

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.

  • C#
  • Unity 2020.3
  • Git
  • Mirror Networking
  • NavMesh
  • Odin
  • DOTween
  • ParrelSync
  • Dedicated Server
  • Fog of War
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Niloc

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.

  • C#
  • Unity 2018.3 (HDRP)
  • Git
  • FMOD
  • Odin
  • DOTween
  • Rewired
  • Cinemachine
  • Object Pooling
  • Custom Editor Tooling
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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

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.

  • C#
  • Unity 2019.1 (LWRP)
  • Git
  • Rewired
  • Odin
  • DOTween
  • TextMesh Pro
  • Local Multiplayer
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WorldCraft

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.

  • C++
  • Unreal Engine 4
  • Git
  • Procedural Generation
  • Voxel Terrain
  • Simplex Noise
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Plucky

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.

  • C#
  • Unity
  • Git
  • VRTK
  • Odin
  • DOTween
  • Finite State Machine AI
  • Blender
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Venture gameplay: navigating a procedurally generated level and fighting enemies on Android

Venture

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.

  • C#
  • Unity3D
  • Git
  • Procedural Generation
  • Object Pooling
  • Accelerometer Controls
  • Photoshop
  • BFXR
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Badwiches title card: a customer peers over the sandwich stand counter

Badwiches

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.

  • C++
  • Unreal Engine
  • Git
  • Maya
  • ZBrush
  • Substance Painter
  • Photoshop
  • FMOD Studio
  • LMMS
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Ferral

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.

  • C#
  • Unity3D
  • Git
  • Local Multiplayer
  • Blender
  • Photoshop
  • Mixamo
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DataSkream

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.

  • C#
  • Unity
  • Git
  • Odin
  • DOTween
  • Amplify Shader Editor
  • Blender
  • Maya
  • ZBrush
  • Photoshop
  • Ableton Live
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Lumina

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.

  • C#
  • Unity
  • Git
  • Maya
  • Blender
  • Substance Painter
  • Photoshop
  • Bosca Ceoil
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Gallant

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.

  • C#
  • Unity3D
  • Git
  • Local Multiplayer
  • Blender
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The Exalted

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.

  • C#
  • Unity3D
  • Git
  • Photoshop
  • BFXR
  • Bosca Ceoil
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Valiant

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.

  • C#
  • Unity3D
  • Git
  • Accelerometer Controls
  • Photoshop
  • Bosca Ceoil
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Sqube

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.

  • Level Design
  • Physical Prototyping
  • Blender
  • Photoshop
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