I'm Heather Kemp, a software engineer and game developer. I received my Master's degree in computer science from the University of Iowa in 2019, and am currently working at Microsoft. My passion for programming started when I made a simple calculator in Java for some basic statistics in the Kingdom Hearts mobile game. It was such a simple program, and yet it really helped to ease the burden of daily tasks in my guild. Throughout my career, I've since learned that I could not only simplify work with technology, but also expand possibilities and empower others to do things they never could before. Ever since then, I've taken several courses in accessibility and worked on projects like a virtual reality game for people who are blind or with low vision and WCAG compliant reports and webpages for my university and workplace. I'm thrilled to be working alongside my peers as we all work together to empower everyone and build a more inclusive tomorrow today.
I've made games in Unity and UE4. I've participated in multiple game jams, and have experience building VR applications.
I've worked on projects using React, TypeScript, Electron, and more. I'm also experienced in tools like webpack, Enzyme, and Jest.
I have experience with developing a variety of accessible UX's, with a focus on vision and mobility accessibility.
I've created impactful and efficient dashboards and reports for thousands of data points from databases like Kusto, Cosmos, Mongo, SQL, and Postgres.
reducing the time-to-play for Minecraft Education gamers
Developed various Minecraft themed minigames for prototyping
an accessible virtual reality Showdown using a Kinect and Nintendo Switch Joy-con
Refactored codebase and Kinect SDK to have atomic objects and use game state logic while fixing various bugs
Improved performance of game and cut loading times in half
Utilized Microsoft voice recognition technologies and Nintendo Switch SDK to allow for interaction with game away from the keyboard
a Mother Nature God-like Simulation game
Implemented player movement within a grid system using keyboard and mouse controls
Developed three unique player powers with varying cooldowns and effects based on game modes
Created menus and loading screens for the game
a VR experience in which you pilot a spaceship
Implemented motion controls, movement system, and shooting mechanic
Worked closely with 3D assets to implement realistic physics constraints
Extended several components in the SteamVR interaction system
an RPG in which your goal is to bring happiness to each car on a train
Created dialogue and quest system for NPC characters
Created 2D icons for NPC interactions
an innovative approach to the sandwich discourse using data from Train Jam 2018 participants
Programmed core gameplay loop with loading menus and scaffolding
Implemented system for surveying and exporting results for use in game
an iOS version of the popular game Werewolf utalizing multipeer connectivity
Developed the systems for voting, using abilities, and both creating and joining a game lobby
Setup Multipeer Connectivity API, allowing games to be played locally through peer-to-peer networks
Managed issue tracking, bug fixes, and testing of the application
an infinite runner in which you're a birb who's shaped like a friend
Programmed gameplay mechanics, including jumping between twigs and scoring based on distance to the edge of the twig
Utilized bullet pool system to reuse and dynamically place twigs for infinite gameplay
bringing accessibility to virutal reality
Developed C++ middleware to record, configure, and playback animations for virtual emulated controllers
providing on-console support for gamers and game developers in mental crisis
Collaborated directly with Feminist Frequency to design application and exercises like the emotion check-in flow
Ensured smooth application interaction across varied inputs, like mouse and keyboard versus controller
enabling controller input using myelectric and brainwave inputs
Lead team in prototyping EMG and EEG signal conversion to Xbox Adaptive Controller intput
Analyzed gyrometer data from Emotiv EMG headset, developing algorithm to convert head rotation to controller analog input
a cross-platform Dungeons and Dragons 5e tool dedicated to assisting DMs
Created dynamic and reusable React components used across the application
Perform all DevOps and Scrum Master related tasks for team of 5 developers, including biweekly releases
Maintained application wide documentation for developers and end users
a tool for real-time transcription and translation
Collaboratively developed API using Google Cloud Platform to transcribe images in the form of binary JSON data to text
Set up HoloLens device for Unity deployment and established pipeline for team
a 3D printed headset to allow acting robots to easily express more vibrant emotions
Redesigned and prototyped more robust variations of headsets for eyebrows
Refactored undocumented codebase for controlling eyebrows with servos
an Android app which deploys a drone to a user’s location and follows them until it’s dismissed to return to its base
Developed frontend of Android application allowing for seperate user views of drone
Collaboratively developed and debugged code for autonomous drone take off and landing
a VR experience in which you fly through your Twitter network
Collaboratively developed Python script to export Twitter follower data from a given user node
Implemented spring-based 3D node placement algorithm