William Heatley

Software Engineer

Contact Information

photo william heatley
Name: William Gordon Heatley
E-Mail: billcoder@gmail.com
 

Biography

My name is William Heatley and I am a 2009 graduate from Chapman University, with a Bachelor of Science degree in Computer Science, Emphasis in Software Design. I have over four years of professional experience in a broad range of Computer Science work, including full cycle development of websites, desktop applications, web applications, web-based commerce systems, hardware designs, and video games. My most valuable asset is my ability to learn and pick up new programming languages and techniques quickly. While I have found myself skilled at most programming tasks, my favorite thing to do is develop engines and underlying systems. For example, I have developed my own PHP framework which has been used in the construction of many websites, both my own and for professional contracts. For a school project, I did the majority of the work in creating the game engine, on which the rest of the game ran.

As early as I can remember, I have been fascinated by and involved with computers. I started programming QBASIC when I was five years old, and from there learned Visual Basic, C/C++, Java, Python, PHP, Perl, and every other language I could find. I have designed and managed many hobby projects, and began professional work in high school. My first professional job was as an independent contractor, with a contract held by a foreign client in Lebanon. After that I continued to work other contracts, both foreign and local. My most recent employment lasted two years at a small start-up, founded by Paul Darbee, the inventor of the Universal Remote. I had the privilege of working with his patented image enhancement algorithms, developing both software and hardware for the company.

My work experience is rich and diverse, consisting of jobs from all sorts of Computer Science fields. I have met every challenge with enthusiasm, using my lifetime of knowledge and quick ability to learn to do the best work I can, no matter what the job is. For example, after a limited, introductory course in Verilog at Chapman, I designed and implemented a complex image processing algorithm on an FPGA using Verilog. The algorithm runs in real-time, processing digital DVI input and output, a complex video transmission protocol which handles hundreds of megabytes of transfer rate per second.

Summary of Work Proficient in: C, C++, Java, C#, Python, Visual Basic, QBASIC, Perl, PHP, Lua, JavaScript, Verilog, D, MySQL, HTML, XML, CSS, Torque, XNA, Allegro, ActionScript, Flash, Flex, Makefiles

Projects

Project 2015
Microsoft Imagine Cup, 2009 submission, for the Game Development competition. Project 2015 is a Real-Time Strategy game where the player is put in command of a top UN humanitarian taskforce in order to effect sustainable change in impoverished or troubled communities around the world.
I was the lead engine developer on this project, part of Team Chapman University, which consisted of me and three other Chapman University students. Project 2015 was put together for the 2009 Microsoft Imagine Cup, the world’s premier student technology competition, with teams from around the world competing to create technological solutions to some of the toughest problems facing our world today. I built the majority of the game engine, called Vanity Engine, and created the foundational scripting for the gameplay.

For more information, please visit the Project 2015 Website.
Screenshots
Vanity Engine
A 3D RTS game engine, built in C# on top of the XNA Development Framework.
Designed for and used in Project 2015, the Vanity Engine is highly generic, with all game specific code written in the Lua scripting language. This makes it possible to use the Vanity Engine in any 3D RTS; only changes to the script would be necessary. An in-game console, GUI editor, and level editor make it possible to rapidly tweak and develop the game without ever leaving the running engine. No re-compile or restart is necessary.

The Vanity Engine makes use of HLSL shaders, animated FBX models, MP3 music, 3D sound processing, multi-texturing terrain, Lua scripting, an in-game console, level editor, GUI editor, and more.

See the Project 2015 entry on this page to see the Vanity Engine in action.
Doom Slayer 3
A 3D, third-person video game project for CPSC360, a Chapman University, Computer Science class. Created in Spring 2007 in one semester using the Torque Game Engine.
Doom Slayer 3 is a 3D, third-person computer game where the player pilots a mechanized robot in the near-future to fight off the zombies that have infested Earth after World War III. The game is built on top of Torque Game Engine, a popular engine released for indie developers and used professionally in Tribes 2. This project was designed and implemented by myself for CPSC360, one of my classes at Chapman University. It was completed in one semester, along with several smaller homework projects, and a trailer video used during the final presentations. Doom Slayer 3 won third place in the class competition, hosted in front of several industry professionals acting as judges.
Screenshots
Video
Download
Instructions
Move the mouse to look around and aim. Hold left mouse button to fire the machine gun, and click the right mouse button to fire a grenade. Use the W, A, S, and D keys to move forward, turn left, move backward, and turn right, respectively. Q and E fire the left and right missiles.