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About

I am a postgraduate programming student at Birmingham City University on their MSc Video Games Development (Gamer Camp) course, which is run as a real game studio environment with a full team of producers, artists, designers, and programmers.

 

I've used multiple technologies, with a key focus on Unreal Engine 4 and C++, which coupled with the MSc simulated development studio gives me valuable real-world team-based development experience.

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Below is a list of my skills, technologies that I've worked with, and programming languages that I'm familiar with. If you want to learn more about a skill or my experience and how I've applied it, please click the dropdown arrow to expand it and see more information.

William Chapman
  • Physics Programming
    My favourite thing to code is physics. I have a large afinity for the sim-cade style, which I feel draws a nice balance between arcade and realism; not too difficult to pick up, but realistic enough to be engaging and challenging. This is best exemplified through my newand old flight simulators and space projects. The more recent of which focuses on harder realisim; with true-to-life ASI, lift, drag, and momentum equations for a realistic experience.
  • Flexible Programmer
    I have a strong interest in all areas of programming, I beleive the ability to work on code I didn't write is an important skill and is something I've had experience with working in a professional game development environment at the GamerCamp studios. Outside of making solid gameplay and physics, I have experience working with other people's code in other areas of game development and inside of larger codebases such as Cocos2DX to understand and modify engine code at a lower level.
  • Scrum and Agile
    I've acted as a code and feature team liason in daily standup sessions, where I've helped maximise our team's responsiveness within the scrum extension of the agile development methodology through effective communication. Daily standup sessions and interaction with scrum masters allows for predictability and reliability, enabling myself and other talented developers to generate quick turn-around times and fast-paced feature prototyping.
  • Published Developer
    I've been programming and making games since 2010, with my first published game in Lua in 2014 (see this article where at the time my handle was xwowzaboyx) that got over 2.4 million plays. I then solo developed a game that got over 70.9 thousand plays. I also partook in a hackathon event hosted by that publisher, where I was a first place contestant (see the bottom of this article).
  • Decade of Programming Experience
    I first began started programming in 2010 in a C-based language called Lua, creatingmanyuniqueanddifferentprojects. to explore different kinds of game mechanics and genres. I began exploring other languages in my own time, taking advantage of extracurricular school programs to get more experience with JavaScript and PHP.
  • Strong OOP Skills
    Aside form the basics of inheritence, abstraction, encapsulation and polymorphism, I would personally argue that atomisation and the single responsibility principle is an important trait of any object-oriented soloution, and is something I try to emulate in my code. I like to take time to plan my OOP approaches for maximum memory and processing efficiency in a way that's very readable and intuitive to other programmers.
Skills
  • Physics Programming
    My favourite thing to code is physics. I have a large afinity for the sim-cade style, which I feel draws a nice balance between arcade and realism; not too difficult to pick up, but realistic enough to be engaging and challenging. This is best exemplified through my newand old flight simulators and space projects. The more recent of which focuses on harder realisim; with true-to-life ASI, lift, drag, and momentum equations for a realistic experience.
  • Flexible Programmer
    I have a strong interest in all areas of programming, I beleive the ability to work on code I didn't write is an important skill and is something I've had experience with working in a professional game development environment at the GamerCamp studios. Outside of making solid gameplay and physics, I have experience working with other people's code in other areas of game development and inside of larger codebases such as Cocos2DX to understand and modify engine code at a lower level.
  • Scrum and Agile
    I've acted as a code and feature team liason in daily standup sessions, where I've helped maximise our team's responsiveness within the scrum extension of the agile development methodology through effective communication. Daily standup sessions and interaction with scrum masters allows for predictability and reliability, enabling myself and other talented developers to generate quick turn-around times and fast-paced feature prototyping.
  • Published Developer
    I've been programming and making games since 2010, with my first published game in Lua in 2014 (see this article where at the time my handle was xwowzaboyx) that got over 2.4 million plays. I then solo developed a game that got over 70.9 thousand plays. I also partook in a hackathon event hosted by that publisher, where I was a first place contestant (see the bottom of this article).
  • Decade of Programming Experience
    I first began started programming in 2010 in a C-based language called Lua, creatingmanyuniqueanddifferentprojects. to explore different kinds of game mechanics and genres. I began exploring other languages in my own time, taking advantage of extracurricular school programs to get more experience with JavaScript and PHP.
  • Strong OOP Skills
    Aside form the basics of inheritence, abstraction, encapsulation and polymorphism, I would personally argue that atomisation and the single responsibility principle is an important trait of any object-oriented soloution, and is something I try to emulate in my code. I like to take time to plan my OOP approaches for maximum memory and processing efficiency in a way that's very readable and intuitive to other programmers.
Technology
  • Physics Programming
    My favourite thing to code is physics. I have a large afinity for the sim-cade style, which I feel draws a nice balance between arcade and realism; not too difficult to pick up, but realistic enough to be engaging and challenging. This is best exemplified through my newand old flight simulators and space projects. The more recent of which focuses on harder realisim; with true-to-life ASI, lift, drag, and momentum equations for a realistic experience.
  • Flexible Programmer
    I have a strong interest in all areas of programming, I beleive the ability to work on code I didn't write is an important skill and is something I've had experience with working in a professional game development environment at the GamerCamp studios. Outside of making solid gameplay and physics, I have experience working with other people's code in other areas of game development and inside of larger codebases such as Cocos2DX to understand and modify engine code at a lower level.
  • Scrum and Agile
    I've acted as a code and feature team liason in daily standup sessions, where I've helped maximise our team's responsiveness within the scrum extension of the agile development methodology through effective communication. Daily standup sessions and interaction with scrum masters allows for predictability and reliability, enabling myself and other talented developers to generate quick turn-around times and fast-paced feature prototyping.
  • Published Developer
    I've been programming and making games since 2010, with my first published game in Lua in 2014 (see this article where at the time my handle was xwowzaboyx) that got over 2.4 million plays. I then solo developed a game that got over 70.9 thousand plays. I also partook in a hackathon event hosted by that publisher, where I was a first place contestant (see the bottom of this article).
  • Decade of Programming Experience
    I first began started programming in 2010 in a C-based language called Lua, creatingmanyuniqueanddifferentprojects. to explore different kinds of game mechanics and genres. I began exploring other languages in my own time, taking advantage of extracurricular school programs to get more experience with JavaScript and PHP.
  • Strong OOP Skills
    Aside form the basics of inheritence, abstraction, encapsulation and polymorphism, I would personally argue that atomisation and the single responsibility principle is an important trait of any object-oriented soloution, and is something I try to emulate in my code. I like to take time to plan my OOP approaches for maximum memory and processing efficiency in a way that's very readable and intuitive to other programmers.
Languages
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