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Skyrim’s Flawed Leveling System

The flaw in Skyrim’s leveling system is in how it awards power to the player, and power to the players opposition through unequivocal means. For example, by specializing in skills such as lock-picking, pick-pocketing, and speech the player gains character levels that increase the difficulty of the encounters they face in the world, however these skills award no power for the player to survive in this harsher environment. This is not a new phenomena for the Elder Scrolls series, as Skyrim’s predecessor, Oblivion, had a similar problem. This system can easily trap an ignorant player in an untenable build should they specialize heavily in skills unrelated to combat, or if they generalized their character for all skills. That said, with a little forethought one can devise a build that specializes in combat-relevant skills while avoiding others to maximize their survivability while diminishing the difficulty of the world.The goal of this summary is to outline the costs and benefits of each skill to maximize the potential of a build. To that end the skills have been collected into several categories.

  • Offense: These skills are the primary ways that damage can be dealt to enemies, but just as important, they are also all the skills that gain exp by dealing damage. This means that the best way to maximize a build is to specialize in one of them as much as possible. This way all exp gained from dealing damage will be applied to their primary offensive skill. This is not to say that it’s impossible to make a feasible build without specializing, but merely that one must consider the cost of utilizing a second method comes at the cost of improving their primary.
    – Two-Handed: The skill tree is nearly identical to one-handed, with the primary difference being the namesake; it’s use of both hands. This results in higher single-hit damage, though not exclusively higher DPS. Weapon selection and moveset may also come into play. Note that this skill is inferior to the faster one-handed tree when considering endgame crafted gear, as both categories of weapon will reach levels of damage capable of one-shotting bosses while two-handed will retain it’s slower swing time.
    – One-Handed: Like two-handed, but with lower single-hit damage and faster swing time. With this, the player also retains a second hand for another weapon or skill.
    – Destruction: Destruction provides range in combat and several unique utility spells beyond simply mashing a button for damage. Though is competitive in damage output through the mid-game it has no capability of reaching the damage of endgame crafted weapons. In addition specializing in destruction depends of magika consumption. Characters receive 100 by default, but dedicated mages will quickly find themselves depleting their resources against powerful foes or extended combat. This becomes a drawback in the late game when 100% reduction sets make improving your pool a sunk cost.
    – Archery: While providing excellent range capabilities and damage is competitive with melee weapons up to and including the late game crafted gear, bows posses the slowest attack speed and are incredibly clunky in melee. Bow builds are feasible, however should the player enter close combat most strengths of the bow give way to strong weaknesses.
  • Defense: Like weapons, a player’s choice of armor is heavily incentivized to be exclusive. The question between light or heavy armor is one of the more self-explanatory points of this essay, but I present reasoning for considering two other trees to serve as ‘armor’ for which a player could opt to choose as their primary, foregoing all others. The armor skills gain exp from damage dealt, and multiple trees include talents that further support specialization in one exclusively.
    – Light Armor: Light armor will hit the armor cap of 567 by endgame though it will take more skill points than heavy. This means that in the long run the only difference between the two will be the perks that provide exclusive bonuses, (and the consideration that light armor will generally be lower through the mid-game). For light armor this is a 50% stamina regeneration, and 10% dodge chance.
    – Heavy Armor: As above, so here. With heavy armor a build will have better mitigation through the mid-game, though this advantage is lost once light armor catches up. The unique heavy armor bonuses are unarmed gauntlet damage, reduced fall damage, -50% stagger, and 10% melee damage reflection.
    – Alteration: Despite not explicitly being an armor tree, alteration is one in all but name. the majority of it’s perks are related to improving armor and/or highly exclusive with wearing other armor types. Not that there isn’t benefit to utilizing alteration alongside armor, but the tree isn’t fully utilized without wearing cloth. A drawback to this tree is it’s dependence on magika, and in many ways is the destruction equivalent for this category. One of it’s strengths is that unlike the armor trees, alteration is enhanced by consuming magika, making it somewhat easier to power level.
    – Sneak: While not an armor skill in and of itself, the philosophy of sneak works in direct opposition to the armor skills. whereas light and heavy trees gain exp from taking damage, sneak effectively gains exp from not taking damage. this may sound like a boon, however the flaw with sneak is that it provides no actual damage mitigation. If combat begins and the player is caught in the open, little can be done to preserve the players HP. This is a phenomena that only worsens later in the game, to the extent that the moment an endgame player with high sneak and low armor is discovered (or forced into combat by a scripted event) the battle is already lost. Of course there is a counter-argument that can be made that high level sneak grants game-breaking levels of invisibility making it still a viable choice.
  • offhand: These skills are wielded in a hand, but do not directly contribute to damage, nor prevent exp from being earned by armor. While many can be used before combat or alternated between for those who use both hands for damage they can fit comfortably in the offhand. Their viability is variable, and consideration should be made when including one in a build because each skill you add will give an additional boost to the difficulty of the world. A completely viable (if somewhat bare-boned) build can potentially be made with just one selection from each of the categories above to the exclusion of all others. The acquisition of power in this game is not a zero-sum game. It’s a race. Will your next perk point increase the power of the build more than it does the power of the world?
    – Block: The only non-magic skill in this category. Blocking provides both mitigation, but also open up some interesting maneuvers in melee such as spamming shield charges to keep your enemy on the ground. The damage mitigation is stamina dependent which can potentially leave you without the resources for attacking. Think of it as exchanging health damage for the faster-regenerating stamina damage.
    – Restoration: Restoration is similar to Block in function. The idea is to exchange health damage for magika damage (casting healing spells). The bonus magika regeneration perk both enhances this exchange, and can be a boon for spellcasters of all kinds.
    – Conjuration: spells in this school can be split into the two categories of bound weapons and conjure minions. There are potent exploits that can be performed with these skills. Some reanimated enemies are potent allies and perk-enhanced bound weapons have the same stats as daedric and are easy to acquire early on. That said, one must consider whether using a bound weapon is that much different than a standard one for dealing damage, or if your summoned creature is any different from a standard companion. The summon may allow for an additional ally slot and the weapon may come with unlimited daedric arrows (I’m looking at you bound bow), but it comes at the cost of investing in another skill tree.
    – Illusion: with the addition of “illusion spells may be cast on x opponent” the illusion tree contains no unique perks other than the coveted Quiet Casting. The spells themselves are quite potent however. Unlike with a conjured ally, there is no limit to the number of foes you can enrage. Damage dealt to and by enemies in this manner is an exp loss, but illusion itself can be leveled via spellcasting exploits like Muffle-spam. Illusion’s primary drawback lies in it’s frequent spell failures when used on higher level opponents. This is just one more reason to take this guide into consideration. By keeping player level low enemies will also stay withing effectiveness range for Illusion spells.
  • extracurricular: These skills provide no means to directly (or indirectly by a large margin) increase a build’s combat effectiveness. There are counter arguments, such as one of the three skills granting greater access to loot and gold, thus providing better equipment. However I would correct even this argument by noting that gear from shops and locked chests are not always better (I would even claim they are RARELY better), merely that they are more ‘frequent’. Some may ogle at the first glass sword they find in a shop, however the discovery of that weapon is an indicator that other similar (or likely even better) weapons are now spawning in the world. Delaying gratification may not be the reason why some engage in a fantasy RPG like this, and neither have, nor desire to provide a counter-argument for those who play the way they do. I merely point out the cost and benefits of build decisions, and in this case bring to attention that the following skills can be completely ignored with little impact to the long term in the game.
    – Lock-picking: likely the hardest to argue against. Low-level locks are quite easy to pick and provide an immediate reward. That said, the loot in these locked chests are pulled from the same tables as regular chests. Not boss chests, or end of dungeon chests. Regular chests. Yes, it may be hard to resist cracking these locks, and yes, there is a chance that a major equipment upgrade may be inside, but the chances are slim, your pockets will eventually be flooded with gold and you’ll be strolling the world in top tier god-armor in only the tiniest longer time. I can confirm this. I’ve done playthroughs without lock-picking, and they were no less fun.
    – Pickpocket: Some will argue that by pick-pocketing armor and weapons off opponents, this skill provides a tangible benefit in combat. This is true, but only at high levels, only if you also invest in stealth, and even then, the combat is not faster and it deprives the player of earning exp in other skills. Also this is only applicable against some foes (though granted, humanoids are quite common).
    – Speech: This tree will provide the player with greater access to gold, but of all the extracurricular skills, I find this one to be the least worthwhile. Master trader is convenient, but only slightly impacts how gold-starved merchants are. Persuasion is nice for those who enjoy passing speech checks, but is rarely applicable. Leveling this skill is somewhat unavoidable as it’s a side-effect of selling items.
  • crafting: These skills are most similar to the extracurricular skills, with the distinction that they produce crafted items. These items can help in combat, and there could be an argument for utilizing them throughout the game, likely to an even greater extent than the extracurricular skills. The manner that they contribute usually is slim and always dependent upon finding materials. Be wary in their use. Early investment in these three skills is the most common source of difficulties I see in builds posted online asking for help. That said, the crafting exploit is potent. A valid strategy is to avoid these skills through the mid-game while hoarding crafting materials. Once the player is satisfied with their resource pile, has a vast wallet, and has unlocked skill trainers and other miscellaneous gear they can begin a cycle of power-leveling all three together. Once all are at max and a powerful set of crafting gear/potions is made, craft one final ultimate set of equipment. In doing this the difficulty of the world becomes moot and the game from this point onward is irrevocably broken. Cast spells from multiple schools for free, and 1-shot the most powerful enemies in the game. Until this point the world will remain a dangerous place, and there will remain an incentive to follow a plan.
    – Smithing: You’ll find a better piece of gear in a chest in a level or two, and likely it will come already enchanted. The real benefit of this tree is it’s ability to enhance gear based on your smithing level. Unfortunately this benefit is relatively minor.
    – Enchanting: Powerful enchants can be crafted, but until late game the effects players can craft are rarely better than gear looted in dungeons. Relying on enchanting will also create a dependence on conjuration for refilling gems, or otherwise hemorrhaging gold to maintain enchants.
    – Alchemy: The strongest argument for crafting likely resides here, as the ability to turn raw ingredients into health (that can be consumed in combat instantly) is an ability that enhances any build. This quality extends further to other effects as well. Invisibility negates the infrequent need for stealth, poisons for damage, fortify for every other skill, and a multitude of other effects make alchemy a tempting proposition.Just be mindful not to overextend your skill investments and make sure that the levels you earn are empowering you instead of the world. Note that this is also a strong argument to keep cooking in mind. While not nearly as broad as alchemy, cooking provides a reliable method of crafting ‘potions’ that requires no skill investiture.

Everything said, the Skyrim leveling system remains a flexible method for rewarding players for playing the game. The flaw of potentially making the world unplayably difficult could also be described as a miscalculation with giving the underpowered skills too little combat viability, or implementing too few methods of applying those non-combat skills in the wider world. My most recent build was one in which I disallowed the use of stealth entirely and found a flow to the game and it’s difficulty curve that I believe (based on forum posts and the overabundance of stealth-archers) many have not experienced before. I’m tempted with my next playthrough to go two-handed, heavy armor, and NOTHING else just to see how it goes.

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Physics Mayhem

In my forays into Unity physics I am all too tempted to toy with the silly quirks that can manifest. This last week I have been attempting to replicate a mechanic that is common in many games: The clicking and dragging of objects on the ground. It frequently shows itself in puzzle games, and one could argue is the central concept upon which all sim games are built. The ability to place structures or construct buildings is what makes many games fun.

There is an odd problem with implementing these mechanics. While one can clearly see the position of their cursor and the intent of their designs from behind the light of their glowing screen, in the game world the user is moving their cursor on a completely different plane than what their eyes see. A cursor can travel up and down, left and right on the axis of their monitor, and this functions perfectly well in 2D games, however there is a problem when a 3rd dimension is added.

Such cursor movements do not accurately represent depth. A cursor is NOT actually moving along the ground, or distant objects, it’s permanently pasted the the face of your screen. This means it can be difficult to distinguish where objects are actually meant to be deposited by that cursor in 3D space. You may mean to click on the ground a distance away, but the game doesn’t know if you meant to do that, or to place an object right in your face.

This is a problem that inevitably rears it’s head in any game that involves accurate cursor clicks in a 3D space, and fortunately there are multiple solutions to it.

One simple answer is to identify the exact object that your mouse clicked. This is actually relatively simple. Unity can fairly easily identify objects that the mouse is hovering over. This solution works perfectly well in games that require identification of distant objects. Unfortunately it does not provide accurate placement, and so in our case of placing workbenches and tables on a factory floor in deliberate and organized manner, will not suffice.

This led me to find a better solution: Ray tracing! This is a term that I had heard in passing for years, though usually to do with lighting effects in games. The way it works is by drawing a line from the center point of the camera, to the position on the mouse on the screen, and then following the direction it extends. Unity can further identify the next object that the ray will hit. This method allows for fast and easy interaction with a 3D environment.

This will be the method I rely on for the placing of objects in this project, though It can be used for other tasks with further applications. I believe I can use it to move, delete, and even track the position of objects, and I am excited to see what other tricks I can pull in this engine.

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First steps for building a game

I made a game recently. My further research into the Unity engine has brought me to the predictable position of constructing my own game. This is an event that I doubt many would expect not to occur.

It’s a simple game. the player controls a red cube, and dodges a series of grey blocks. Different sequences of blocks give the game a unique set of levels, and included are limited interface components that provide a score display, and indicate success or failure. I’ve seen plenty of similarly simple toys across many gaming platforms, but I’ve grown quite fond of this one for the plain fact that I made it myself.

Granted, I didn’t make it all on my own. It was put together by following a series of guides and tutorials that were created to instruct and inspire others on the capabilities of the Unity engine. In this, these videos has been successful. I feel like I have a much better understanding of the capabilities of this engine, and am intrigued by the creative possibilities.

I have a much greater appreciation of the Unity tools. Before this I feel confident in my ability to generate fun and interesting games by writing in simpler languages, and by constructing physics engines or mesh generators from scratch. A part of me still has ambition to produce games in such a manner, but I still have newfound respect for the features that Unity can provide.

My task for now is to attempt to find relevant tutorials and guides that will help me produce a product more similar to our assigned project. If I could find a video series that covers creating a sim-city-esque game, or one that provides good content on pathing information would be boon to our production.

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The Elder Scrolls Days

I remember years ago when I first saw Bethesda’s creation engine. This was back when Morrowind was the newest entry into the franchise, and though i was quite young I was still fascinated with the possibilities of the provided modding utilities.

I was quite the little terror to the mild-mannered denizens of the ashen isle. I lacked the drive and perseverance to make progress on any quests to save the realm, but I was more than happy to run amok, spewing forth magic and playing pranks on the locals. I was content with my hijinks and never even made much progress in any direction before losing interest and starting over with a fresh new unscathed character.

This mayhem was only exasperated by the discovery of the creation engine. With it I could provide myself end-game equipment, rare magical weapons, and spells. This satisfied my curiosity and gave me hours of entertainment, but eventually my interests diverted to senseless mayhem and I discovered the creative power of the creation engine. Inspired by assets in the game, I enchanted the world with a myriad of strange wonders. I expanded cities far beyond the original design, I built vine-tangled fortresses like something out of a fairy tail, and I created all new dungeons, complete with loot and monsters. Despite the fantastic additions I made to the game, I never deigned to finish a full playthrough. Morrowind remains an item on my bucket list, and I foresee little chance of crossing out this entry any time soon.

My tinkering in Unity has reminded me of my time modding Morrowind. There are many similarities in the two engines, though Bethesda’s utility has far narrower scope. Unity is new in this regard, as it is designed to allow the user to make many different types of games. So far I have created several fun interesting little toys in unity, and can even imagine myself making an entire complete project of my own sometime later in life. For now the priority is in learning it’s many features, and preparing to implement the features of our group assignment. I can now see how we might create some of the functions of the final application, but there is still plenty to learn.

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Virtual Reality Reassessment

I am unconvinced that the integration of VR support into our project will be a significant portion of the work to be done. Unity has some VR capabilities and plugins that can make the transition from monitor to headset smoother, but the bigger deal will be optimizing movement and interface controls.

For navigating a 3D environment and observing, this feature should be fairly simple to build. There is little difference between outputting video feed to a single monitor vs generating a unique picture perspective for each eye. Many a video game mod developer has been able to create VR mod by simply editing the camera perspective, and I believe that the process will be even easier with engine support.

The more difficult task will be building interfaces and controls for movement or other interactions with the 3D world. A keyboard and mouse provide both a plethora of control inputs and excellent precision. The handheld accessories that come with many VR headset models however have a comparatively limited selection, and can interact with virtual environments in whimsical and weird ways. The larger problem on top of this is that the implementation of a VR interface will likely have direct repercussions to the development of the more intuitive keyboard and mouse systems. I fear that by attempting to integrate VR support, we will make the project much more difficult and require a far greater time investment to provide a working product.

An alternative that to me sounds like a happy medium would be to build a system that relied upon mouse and keyboard control to access the greater majority of customization options, but still allowed a user to wear a headset and observe the environment from the unique VR perspective. Implementing joystick controls would also be fairly easy to do. The end product would grant users the full capabilities of a desktop interface, and still allow a user to observe their creation from an first-person perspective.

Fortunately my team is in agreement that the designing of VR integration is a lesser priority than simply constructing a working prototype for desktop systems. I would be more than happy to shift gears to cracking the VR code once we are in a comfortable position with a robust product. I only hope our client will be satisfied with this strategy as well.

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Strike the Earth!

I was quite pleased with our latest group client meeting. Each of our prior interactions left me with the impression that despite the significant amount of work that has gone into our project before we were introduced to it, the current developers don’t have a solid vision for the final product. While this cold be disconcerting (and indeed did feel like a source of tension for the lead), I find the notion freeing. I would be satisfied with, and likely perform admirably on an assignment that had a very clear, set-in-stone blueprint, but now with the revelation that the final concept is a little foggy it gives our group some wiggle room to implement our own ideas.

I’ve worked in several software development firms, and have noticed a bias in many senior engineers that has always rubbed me the wrong way. Many professionals dislike association with the game design industry, and will balk at the notion that the work they do could be compared to such frivolous hobbies. Attempts to argue for the innovations in intuitive systems, or out-of-the-box design that is prevalent throughout the industry have only served to frustrate my coworkers and alienate myself as an unprofessional enthusiast. Despite this, I maintain that there are many lessons that game design can teach to not only software engineers, but any professional from just about any field. Now that we have been given free reign to implement our own ideas, I have expressed the ways in which our project shares similarities with games, and am pleased that my group agrees.

with all the talk of simulating workers running to and fro, moving equipment, and completing tasks, I am reminded of a lesser known game called Dwarf Fortress. The game is the project of a small group of developers, that originally released it’s first (and very alpha) version in 2006. While seeming to be at first glance an incomprehensible mess of ASCII gibberish, the game utilizes a very simple interface of letters, numbers, and symbols to simulate a very complex and vibrant fantasy world. The game is a sandbox where the player is given control of a merry band of dwarves that set out to find their fortune and tame the wilderness by building a mighty fortress, mining valuable ores, and crafting wondrous treasures. The simulation itself is incredibly intricate, and even subtle attitude changes, or physical statuses are registered and can impact the gameplay. One only needs to look up “Dwarf Fortress Stories” to find a flood of shockingly descriptive tales depicting player’s experiences overseeing their dwarven workforce.

“Simulated workers engaging with their environment to complete tasks and maintain a workspace constructed by user design”- sounds kinda like a description of our factory design project, doesn’t it?

There are plenty of obvious things that anyone could point out as being unrelated to the task at hand. I would justifiably receive incredulous looks if I suggested using an ASCII interface, or attempted to implement the ponderous (and a little insane) psychology of fantasy creatures, however I maintain that there are many lessons in the design of this game that we can apply to our project. For that matter, Dwarf Fortress is only one example. The Sims, Minecraft, and many other games have lessons that can be applied to the very professional and no-nonsense utility us engineers are contracted to create. Now that we have some leeway to implement our inspirations, I fully intend to use my knowledge of game design to make the best utility I can.

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The beginning of the beginning, and also the end.

Things have been interesting these last few days. In the wake of the calamitous event that was the late announcement of capstone group assignments I am reminded of the phrase I hear parroted from mouth to mouth, supposedly sourced from military origins of “hurry up and wait”. It is meant to describe the hustle that is put into arranging oneself into a position to best receive the next set of orders… only to sit quietly for an amount of time disproportionate to the effort one made to arrive at the same destination. While I have other projects to distract me, and a shamefully large Steam list to occupy the rest of my time, this has been my capstone experience so far.

I’m not complaining, mind you. I much prefer an abundance of time rather than a deficit. I merely offer that should the dread and severity of that has been described by my senior engineering students of their final year be embellished for the benefit of exaggerating their work ethic, I will be somewhat cross at the stress their testimonies have inflicted upon me in the last few months. The more sensible part of me realizes that this is probably an outcome that I should pray is close tot he truth, as it means that sailing could be somewhat more smooth than I had anticipated. Until then I will opt to take heart their advice and continue to “hurry up and wait.”

Things began when the announcement of group composition was released. I quickly introduced myself and attempted to wrangle my group into a Discord server for collaboration. Our first meeting went swimmingly and concluded with the consensus that we needed to contact our client to further progress in the course. An email later and we were confronted with the reality that a meeting would not occur before the first paper was due. Further attempts to gain feedback resulted in radio silence. We anticipate our first meeting this Monday.

Until then I will do what I can to fulfill the requirements of the course to the satisfaction of whoever is grading my desperate attempt to not completely bullshit. Between you and me though, I’m not confident in my ability to provide quality work given this situation.

In more lighthearted news, the group came to a decision to use Jira for our project management. A small accomplishment, but still possibly amusing to mention. I’m quite satisfied with our group so far. While we haven’t had much of an opportunity to collaborate, at the very least everyone was quick to communicate, and also we all agreed that Discord would make for our main communication platform. An engineer who doesn’t have any interest in gaming is incredibly sketchy, and subject to my suspicion of being a soulless automaton.

The game will change once we get our first meeting on Monday. I am excited to see the vision our client has for the project, as well as further details on what they have planned. Until then I will be a good soldier, hurry up, and wait.

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Life, Introductions, and Everything

If you are wondering what to expect from this blog, believe me, we’re in the same boat. While I have here a hard list of expectations and bullet points handed to me by my instructor like a first grader with a sheet of addition problems, I’d like to attempt to make the task of reading these lines more engaging, and not a monotonous task that unveils my work as a blatant attempt to check all the boxes using the lowest word count possible. Can I guarantee that this will be the most interesting journal ever written by a student assigned the task of blogging? No, probably not. But I will endeavor to ensure that it won’t be the least interesting either.

What’s life without a little uncertainty?

Forewarning forwarded, I can admit there is some practical advantage to following an established format, and much can be accomplished by allocating effort spent to accomplishing predetermined goals. To that end, let’s commence the introductions.

Robot! If you will…

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

Ahh, yes. The path I have taken that has led me to this possible reality is likely straighter than that of others. Like so many of my fellow CS students my interest in software development was tangential to my original passion for games. Even now, I have been enjoying my latest escapades in the world of Amalur with the recent re-release of Kingdoms of Amalur: Re-Reckoning. (Might builds are best, by the way, and anyone who says otherwise can throw themselves in a bolgan cookpot) It was this software inclination that brought me to my first coding class back in my junior year of highschool. I immediately fell in love with the coding projects that I was given, and found that I was quite skilled at them too. Since then I have pursued a career in software development, and am looking forward to making meaningful contributions to the industry.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

I am not currently employed, though I have worked for several large software firms before. HP is one that most people would recognize. Oddly enough, my attempts to secure employment have been rebuffed the further I progress through my education. I had several internships and contracts in my freshman/sophomore years, and nothing since, despite my many attempts.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

I am a fan of anything strikingly innovative. I was fascinated by 3D printing when it was first made a consumer product that anyone could put together. VR simulation is another technology I follow due to it’s applications both in and outside of gaming.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

The one project that caught my eye is the pilot health monitoring system. The project has connections to aviation and health industries, and I would love to see what it would be like applying my CS skills in those areas.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

I already mentioned gaming as a hobby of mine. I also enjoy cooking, fantasy novels, long distance running, and tabletop roleplaying games. As for my interests in the field of CS, I find that the best way to describe my tastes is that I enjoy a good puzzle. This is one of the things that caused me to fall in love with coding. I like the process of planning, organizing, and implementing solutions to logical problems in software development. I understand that the answer that most people who ask are looking for is specialties such as front end, back end, networking, security, etc, but I have experienced problems from each, and find few less appealing than the others.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

OSU has been an interesting experience. I have been able to study a wide variety of subjects from ancient history, to astronomy, and of course, computer science. I’m not sure what else to say on the subject. Maybe if I had been able to experience another university I would be able to contrast the two? I am underwhelmed by it’s outreach programs. It seems like not nearly enough is being done to get students more working experience. I’m not saying that they aren’t doing anything, merely that much more could be done.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

The most important factor for a project to me is it’s connections to industries outside CS. A complete in-house coding job is great, but what would be better is to be on a CS team working alongside medical professionals, architects, biologists, or some other field that is not related to computers or mechanical engineering. I would love to be the “CS guy” in a company or startup.

BEEP BOOP

  • What got you started with computers or software?
  • Current job or internship
  • Favorite technologies
  • Favorite listed projects (in this course) and why
  • Current interests
  • Journey with OSU
  • This course and/or the kind of project you would like to work on and why
  • Kids, pets, hobbies, sports, games, activities, etc

BOOP BEEP…

I’ve gone over my hobbies already, so I think I’ll wrap things up here. There will be plenty more references influencing my other posts and I will have much more to say once the projects begin. Until then, I look forward to writing more and keeping the site updated with the latest escapades.

-Curt Haldorson

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