Who works with shmups, OR, or programming for a living?

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BER
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Who works with shmups, OR, or programming for a living?

Post by BER »

Okay, I am rather slow in finding a job with a good salary. I appreciate this forum's efforts in helping me explore careers so far, and I hope you guys will continue to help me.

I would like to know if any of you know have contacts with people who do one of the following for a living with an annual salary of at least $17,700:
  1. Anyone who works with shooting games (shmups)
  2. Operations research analyst
  3. Computer programmer
I would like to have ten to thirty minutes of their time (by phone or in person) to discuss briefly about their job. In particular, one question I would like to ask them is this: how do you combine the following three fields into one occupation:
  1. Shooting games (shmups)
  2. Operations research [definition]
  3. Computer programming
You can give me their contact information (their e-mail address only is fine, but I prefer additional means of contacting them) by posting on this forum, sending me a private message, or sending me a message through e-mail at thoughtcaptor@zworg.com. I can offer other modes of contacting me if you need it.
Bernard A. DORIA (retired)
neorichieb1971
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Post by neorichieb1971 »

For a start looking for that type of job in CA is like looking through trash for winning lottery tickets. Its not going to happen.

Most shmups are written and designed in Japan only. Your best bet for this type of thing would be to work for an internet site that allows you to download games.
This industry has become 2 dimensional as it transcended into a 3D world.
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marcus12024
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Post by marcus12024 »

I have a high (for where I live) paying job as a computer programmer, but it's nothing to do with games. If you're interested in any info, feel free to ask!
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Tomtom
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Post by Tomtom »

I know someone who can get you in touch with a programmer who works at a software company that designs console games, if you want. I haven't talked to the guy forever, but if you'd like I can shoot an email over.
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Davey
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Post by Davey »

Your chances of landing a shmup-related job anywhere are probably slim (more like zero if you plan on staying in the US).

I too am a programmer, but not for games. I work on a web-based business app, which is nothing like game programming.

If you want to get into shmups programming, you'll probably have to go the doujin route.

I'm also curious, how are shmups and operations research interrelated? I thought operations research was related to workflow, logistics, simulation, etc.
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landshark
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Post by landshark »

BER - do you have a degree? If so, in what.
BER
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Post by BER »

marcus12024 wrote:I have a high (for where I live) paying job as a computer programmer, but it's nothing to do with games. If you're interested in any info, feel free to ask!
All right, we can discuss about your career over the phone, through e-mail, or any other means with which you're comfortable. How should we discuss this?
Bernard A. DORIA (retired)
BER
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Post by BER »

Tomtom wrote:I know someone who can get you in touch with a programmer who works at a software company that designs console games, if you want. I haven't talked to the guy forever, but if you'd like I can shoot an email over.
Sure, I'd like you to send him an e-mail about my interest in his career.
Bernard A. DORIA (retired)
BER
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Post by BER »

Davey wrote:I'm also curious, how are shmups and operations research interrelated? I thought operations research was related to workflow, logistics, simulation, etc.
Actually, I found it difficult to relate operations research alone to shmups. But I can relate a few principles that I've learned in the Industrial Engineering and Operations Research (IEOR) undergraduate program to shmups. Let me give you two examples for now. (I have no idea how to relate shmups to IEOR, however.)

Human Factors. A stimulus (say, a bullet) has three properties that can affect a player's reaction time: its speed, size, and location of origination. One strategy to improving the player's experience with a shmup is to find a range of reaction times such that the player is neither bored nor frustrated. Should I make the bullets fast in order to push the player's reaction skills? Should I make them large so that players are less tempted blame the game for running into a bullet? Should I make the enemies fire them from the very edges of the screen to surprise the player?

Engineering Statistics. Suppose I want to change the speed, size, and location of origination of the bullets in DoDonPachi in order to improve the player's enjoyment with the game. I can make eight versions of the game in which a version has zero, one, two, or all three types of changes made to it, have a player rate their enjoyment of the version on some numerical scale, and use an ANOVA test to check which changes made the game more fun.
Bernard A. DORIA (retired)
BER
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Post by BER »

landshark wrote:BER - do you have a degree? If so, in what.
Yes, I have a B.S. degree in Industrial Engineering and Operations Research from UC Berkeley.
Bernard A. DORIA (retired)
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Davey
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Post by Davey »

I sometimes wonder about boss patterns, level design, rank formulas, etc. Do the designers have a structured way of analyzing these things quantitatively, or is more subjective and "artistic"?
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TalkingOctopus
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Post by TalkingOctopus »

Davey wrote:I sometimes wonder about boss patterns, level design, rank formulas, etc. Do the designers have a structured way of analyzing these things quantitatively, or is more subjective and "artistic"?
If you read the Cave interviews, it sounds like they design the bullet patterns in a subjective artistic way.
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GaijinPunch
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Post by GaijinPunch »

Annual salary of $17,700 a year? Isn't that less than $10 an hour? With that degree, you should be able to find that no problem. You could probably find a job w/ that kind of pay w/o the degree.
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BER
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Post by BER »

GaijinPunch wrote:Annual salary of $17,700 a year? Isn't that less than $10 an hour? With that degree, you should be able to find that no problem. You could probably find a job w/ that kind of pay w/o the degree.
I mentioned that, because I'm more interested in talking to people who work with shmups for a living full-time or even part-time (but not as a hobby without any salary). That way, I can learn the consequences of working with shmups for earning a living.
Bernard A. DORIA (retired)
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marcus12024
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Post by marcus12024 »

BER wrote:
marcus12024 wrote:I have a high (for where I live) paying job as a computer programmer, but it's nothing to do with games. If you're interested in any info, feel free to ask!
All right, we can discuss about your career over the phone, through e-mail, or any other means with which you're comfortable. How should we discuss this?
Doesn't matter to me - I'm comfortable with most forms of communication.

We can even discuss it here publically, if you'd like - I've got nothing to hide. Not really, anyway :wink:
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Davey
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Post by Davey »

TalkingOctopus wrote:
Davey wrote:I sometimes wonder about boss patterns, level design, rank formulas, etc. Do the designers have a structured way of analyzing these things quantitatively, or is more subjective and "artistic"?
If you read the Cave interviews, it sounds like they design the bullet patterns in a subjective artistic way.
In Cave's case I can see that, but I would think games that are more randomized or rank-heavy would have to be more mathematical.
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GaijinPunch
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Post by GaijinPunch »

randomized or rank-heavy would have to be more mathematical.
It's all mathematical, whether it's random or not. I think Cave just uses the math to make something aesthetically pleasing, yet, hard.
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Davey
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Post by Davey »

Yes, but it's easier to make something aesthetically pleasing when you know in advance exactly how it will look when the player sees it. ;)

There's a difference between:
1. Taking a visual idea and working out the math during implementation
2. Thinking mathematically first and making it aestethic/playable later

Or perhaps the developers are smart enough to do both simultaneously (or just know it from experience). I might also depend on your role (artist, level designer, programmer).
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