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Mike Clarke
Lead Gameplay Programmer · Vancouver, BC

Mike
Clarke

15+ years shipping AAA and indie titles across PC and console.

Currently leading gameplay architecture for Blackfrost: The Long Dark 2 at Hinterland, specializing in Unreal Engine 5, scalable systems, and multiplayer.

Projects

Blackfrost
Blackfrost: The Long Dark 2
Gameplay Technical Lead · UE5
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Suicide Squad
Suicide Squad: KTJL
Gameplay Prototyping · Entity Spawning · UE4
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The Long Dark
The Long Dark: Episode 4
Animation · Nintendo Switch Integration · Unity
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No Man's Sky
No Man's Sky: NEXT
Networking · Animation & Camera
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Homefront
Homefront: The Revolution
AI Multiplayer Sync · Co-op · CryEngine
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Forza Horizon 2
Forza Horizon 2
Live Map · Livery Sync · UI
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Forza Horizon
Forza Horizon
Online Lobbies · Game Flow
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Forza Rally
Forza Horizon: Rally
Multi-Stage Rally · DLC Multiplayer
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Lootineers
Lootineers
Player Movement · PCG Levels
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Garçon
Garçon!
Programmer & Artist · Game Jam · Unity
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Work History

2019 – Present
Hinterland Games
Gameplay Technical Lead
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 Episode 4 of the story mode.
  • Platform-specific integration for Nintendo Switch, including SDK hookup and new gyro controls.
2018 – 2019
Rocksteady Studios
Senior Gameplay Programmer
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.
2017 – 2018
Hello Games
Programmer (Gameplay / Networking)
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.
2015 – 2017
Dambuster Studios
Gameplay Programmer
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 of non-deterministic, root-motion AI agents across a P2P session. This involved animation changes, local pathing corrections for out-of-sync agents, and additional client-side smoothing for believable results.
2014 – 2015
Indie Development
Programmer
Lootineers | Full playable demo completed
  • Co-developed an independent game project, sharing responsibility for programming, design and art.
  • Delivered a fully playable prototype demo showcased in our trailer here
2013 – 2014
Playground Games
Gameplay / Online Engineer
Forza Horizon 2
  • Implemented online features including the 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.
2012 – 2013
Indie Development
Programmer
Skyfarer [Working Title]
  • 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.
2011 – 2012
Playground Games
Online Engineer
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.

Let's build
something great.