Mike Clarke
Lead Gameplay Programmer
15+ years of experience shipping AAA and indie titles across PC and console.
At Hinterland, I lead gameplay architecture for Blackfrost: The Long Dark 2, specializing in Unreal Engine 5, scalable systems, and multiplayer. I guide the team in building gameplay frameworks aligned with the project’s direction.
Projects
Gameplay Technical Lead • Systems Architecture • Unreal Engine 5
Gameplay Prototyping • Entity Spawning Framework • Unreal Engine
Animation Support • Nintendo Switch Integration
Large-scale networking system • Animation & camera
AI Multiplayer Sync • Lifecycle flow • Maintaining co-op
Live Map system • Livery sync • UI Support
Online lobbies & game flow • Free Roam missions
Multi-stage rally support • Multiplayer owner
Player movement • PCG levels • Full video here
Programmer & artist • 2 person game jam • Play it here!
Work History
GAMEPLAY TECHNICAL LEAD – Hinterland Games (2025 – Present)
Promoted from Programmer (Gameplay) (2019 – 2025)
BLACKFROST: The Long Dark 2
- Technical lead for gameplay programming, defining architecture and technical standards in close collaboration with the programming team, coordinating prototyping efforts, and enabling faster iteration across gameplay, design, animation, and UI.
- Primary engineering point-of-contact for gameplay, instigating and leading meetings and aligning engineering priorities across design, animation, and UI in a production-light team environment.
- Mentoring and supporting other programmers through code reviews, technical design discussions, and hands-on problem solving, fostering collective technical decision-making while preserving individual ownership of system scope.
- Established multiplayer-safe gameplay coding patterns and validation workflows to ensure features scale correctly in both single-player and co-op.
- Built a multiplayer “co-op coordinator” system to synchronize Gameplay Abilities across multiple players during shared interactions, ensuring deterministic behaviour and correct replication while eliminating complex branching gameplay logic.
The Long Dark – Episode 4, survival updates & Nintendo Switch port
- Coded new gameplay mechanics including the mine elevator, noisemakers and autorun systems.
- Delivered animation refinements and systemic fixes for the Episode 4 of the story mode.
- Platform-specific integration for Nintendo Switch, including SDK hookup and new gyro controls.
SENIOR GAMEPLAY PROGRAMMER – Rocksteady Studios (2018 – 2019)
Suicide Squad: Kill the Justice League
- Designed and implemented core systemic gameplay including team “faction” systems and a large-scale enemy spawning framework.
- Contributed to mission system architecture improvements; rapid prototyping and creation of core activities.
PROGRAMMER – Hello Games (2017 – 2018)
No Man’s Sky: NEXT
- Designed and implemented a replication-based networking system to enable the transition from single-player to large-scale multiplayer.
- Owned animation and camera systems (IK pipelines, gameplay cameras) while independently planning and delivering features to support team velocity and quality.
GAMEPLAY PROGRAMMER – Dambuster Studios (2015 – 2017)
Unreleased Title
- Contributed to the migration from CryEngine to Unreal Engine, helping establish new coding standards and workflows.
- Took ownership of multiple differentiating gameplay systems.
Homefront: The Revolution
- Owned co-op gameplay systems including revival mechanics, lifecycle flow, and cross-mode enablement between single-player and multiplayer.
- Sole engineer responsible for multiplayer synchronization on non-deterministic, root-motion AI agents across a P2P session. This involved animation changes, local pathing of out-of-sync agents back to their desired location, and other changes for smoother player-facing results.
INDIE DEVELOPMENT (2014 – 2015)
Lootineers – Full playable demo completed. Title Unreleased
- Co-developed an independent game project, sharing responsibility for programming, design and art.
- Delivered a fully playable prototype demo showcased in our trailer here.
GAMEPLAY / ONLINE ENGINEER – Playground Games (2013 – 2014)
Forza Horizon 2
- Implemented online features including Live Map system (direct Xbox API integration), livery synchronization.
- Created a variety of missions such as the Horizon Promo photo mode and several important UI screens.
INDIE DEVELOPMENT (2012 – 2013)
Skyfarer [Working Title] – Unreleased
- Co-developed a 3D top-down airship trading and combat game in C++ and DirectX in a custom engine; initial prototype built in Unity.
- Implemented a mixin architecture in Lua to accelerate gameplay iteration.
ONLINE ENGINEER – Playground Games (2011 – 2012)
Forza Horizon & Forza Horizon Rally Expansion
- Built online lobbies, mission systems, multiplayer game flow frameworks.
- Spearheaded multi-stage rally gameplay architecture and managed online division for DLC releases.
Contact
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