James Heather

Senior Software Engineer at NetherRealm Studios (WB Games)
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Experience

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Senior Software Engineer
      • Sep 2022 - Present
    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Software Engineer
      • Nov 2020 - Sep 2022

      - Worked on a 3rd person gameplay camera for an RPG in Unreal Engine 5. - Worked closely with tech artists on Blueprints and additional animation engineering for 3rd person exploration and combat in Unreal Engine 5. - Worked on a 3rd person gameplay camera for an RPG in Unreal Engine 5. - Worked closely with tech artists on Blueprints and additional animation engineering for 3rd person exploration and combat in Unreal Engine 5.

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Computer System Analyst
      • Sep 2018 - Nov 2020

      - Developed a system for capturing/editing computer animation. - Wrote C++ code in UE4 to create dynamic, cinematic camera effects. - Developed a system for capturing/editing computer animation. - Wrote C++ code in UE4 to create dynamic, cinematic camera effects.

    • Computer Games
    • 1 - 100 Employee
    • Game Programmer
      • Apr 2017 - Sep 2018

      • Wrote Python code to serialize model data from Maya and then C++ code to load and display that data in game with fixed up pointers, using GLSL to render waterfalls and animate the UV data. • Wrote a system for displaying and managing all of the in-game interiors for Don't Starve using C++ and GLSL. • Wrote gameplay code in Lua and C++ to add new NPCs to Don't Starve, using a component based framework with state graphs and behavior trees. • Wrote a system for procedural maze generation capable of dynamically changing during gameplay. • Worked with the Bullet physics engine for character to character and character to environment collision detection/response. Show less

    • United States
    • Computer Games
    • 700 & Above Employee
    • Computer System Analyst
      • Mar 2016 - Mar 2017
    • Brazil
    • Software Development
    • Software Engineer 2
      • Sep 2011 - Mar 2016

      • Greatly improved producers’ workflow by programming a custom 3D viewer for displaying skinned models with shadow mapping using C++, GLSL and Qt. This cut file load times from as much as 15 minutes down to a fraction of a second, and saved the company the $470,000 quoted by an outside contractor to build a similar tool. • Wrote C++ code to export and serialize model, skeleton, and animation data from FBX files into a proprietary format which I designed, vastly improving cache coherence as well as reducing animation file size by a factor of 10. • Developed tools and pipelines for processing and delivering body, face and camera animations for all of EA’s AAA titles such as Mass Effect 3, Dragon Age 3, Battlefield 4, etc. • Developed plug-ins for Maya and Motion Builder to blend facial animations as well as process and export camera animation curves into proprietary data formats. • Programmed software for key reducing camera animation data and exporting it from Motion Builder to a format usable by the game teams in Python. • Took the initiative to write EA’s only timecode module and introduced unit testing to the department, writing every unit test to validate the calculations. This saved EA countless thousands of dollars using timecode to line up audio with facial animation for Dragon Age 3’s 90,000+ lines of dialogue. • Programmed and designed video editing software for motion capture systems in C# with .NET. Show less

    • Game Programmer
      • Apr 2008 - Aug 2011

      • Shipped Style Lab and Imagine Artist on the DS for Ubisoft. • Shipped Big Beach Sports 2 and Neighborhood Games on the Wii for THQ. • Wrote mesh skinning code using C++ and the OpenGL ES 2.0 shading language on iPhone for The Bard's Tale. • Took the initiative to write a hierarchical state machine component for the company framework to manage complexity in large application sub-systems. • Wrote various animation code such as head tracking and projectile tossing algorithms for 3D characters. • Took the initiative to program special effects such as lens flares, water splashes, fire, sparks, fireworks, smoke clouds, action lines etc. • Wrote game play code, such as racing game logic, spline management, and custom physics systems for disc shaped projectiles. • Wrote several pipeline scripts in PERL to serialize a race spline circuit as well as other data structures necessary for all 4 Nintendo games that I worked on. • Wrote networking code for wireless multi-player racing on the Nintendo DS. • Lead the architecture of a full 3D disc golf application feature. • Saved countless hours of manual labor by taking the initiative to write a system for automatically generating UI screens from Adobe Photoshop files. Show less

    • Canada
    • IT Services and IT Consulting
    • 100 - 200 Employee
    • Programmer
      • Aug 2007 - Apr 2008

      • Wrote unit tests using N-Unit to test refinements made to internal systems. • Developed custom user interface classes and components for banking systems in Java. • Wrote unit tests using J-Unit to test new components added to systems. • Wrote UML and design documents for a new software system to integrate with SAP. • Wrote unit tests using N-Unit to test refinements made to internal systems. • Developed custom user interface classes and components for banking systems in Java. • Wrote unit tests using J-Unit to test new components added to systems. • Wrote UML and design documents for a new software system to integrate with SAP.

    • Canada
    • Software Development
    • 1 - 100 Employee
    • Computer Graphics Programmer
      • Feb 2006 - Dec 2006

      • Programmed a multi-layered children's painting application for Fisher-Price currently sold at Toys R' Us, using Managed DirectX in C# with 27,000 lines of code, working with one other programmer. • Wrote post processing effects, making images appear underwater by refracting light. • Wrote a C# library in Managed DirectX for handling 2D key framed animations. • Wrote a state based C# library in Managed DirectX for handling GUI controls. • Programmed an OpenGL ES demo application in C++ designed to illustrate the capabilities of ALT Software's driver software for Fujitsu. Show less

    • United States
    • Medical Practices
    • Computer Graphics / Image Processing Researcher
      • Sep 2003 - Dec 2005

      • Researched requirements for Augmented Reality and the Hough Transform. • Developed a novel new approach for determining user orientation by extracting a “Y” crossing from a web cam binary edge image. • Developed a novel new hierarchical approach for extracting line segments from binary edge images using the Hough Transform. • Successfully implemented research ideas using C++ and published my findings in a conference paper, presented at the University of Victoria. • Programmed a ray tracing application for CT/MRI data. Show less

    • Canada
    • Telecommunications
    • 700 & Above Employee
    • Trunking Assistant
      • May 2000 - Aug 2000

      • Converted a DataEase database to Microsoft Access 2000 with several millions of records of underground cable information. • Used SQL to generate business reports using C++ with MFC. • Wrote C++ programs to solve problems related to telecommunications engineering. • Developed telecommunications programs to determine the probability of lost signals. • Created Visual Basic modules written for Excel spreadsheets to parse internet data and generate business reports on bandwidth usage of routers across southern Saskatchewan. Show less

Education

  • University of Regina
    M. Sc, Computer Science
    2003 - 2005
  • University of Regina
    B. Sc, Computer Science
    1998 - 2003

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