Difference between revisions of "Jim Dramis"
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'''JD:''' I think that the logic and thought process that one develops in going through the rigors of mathematics certainly does help in game design and the programming of computers. They seem to go hand in hand. | '''JD:''' I think that the logic and thought process that one develops in going through the rigors of mathematics certainly does help in game design and the programming of computers. They seem to go hand in hand. | ||
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+ | '''GMK:''' What about your experience as a teacher? | ||
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+ | '''JD:''' My teaching experience has helped me instruct other programmers here at TI. In designing the games, the educational background helps to a certain degree, because I'm constantly thinking, "How is the audience going to perceive what I'm doing?" You try not to make the game too complex, but rather interesting and a good experience. | ||
==References== | ==References== |
Revision as of 15:31, 23 July 2018
Jim Dramis | |
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Jim Dramis was a computer programmer for Texas Instruments (TI) programming some of the most memorable video games for the computer including Car Wars, Munch Man, and Parsec.
Interview
The following is from an interview done by Gary M. Kaplan that appeared in the January 1983 issue of 99'er Magazine, page 26 - 27[1]:
Background
Jim Dramis, a 32-year-old programmer with Texas Instruments, is not the kind of person who you'd picture as a whiz-bang arcade game designer. As a former high school math teacher and insurance agent, the mild-mannered Dramis was far removed from the fantasy world of space ships, lasers, racing cars, and hungry video creatures. An Ohioan by birth, he completed his B.S. in mathematics at Kent State University and went on to a brief stint as a manufacturing supervisor at TI. From there, Dramis worked for a couple of years as a special agent for an insurance company. After another two-year Interlude, 1979 found him back at TI, this time working as a programmer analyst on minicomputers being used for the calculator and watch repair system. From this support environment, Dramis transferred to TI's Consumer Products Group, where he got involved in some Extended BASIC educational software development. But it wasn't until a year-and-a-half ago, when he started work on his first game, Car Wars, that Dramis began to explore his real creative potential - as evidenced by follow-up work with Munch Man, and the new TI smash hit, Parsec.
Questions and Answers
GMK: What influence does your mathematics background have on your present work as a game designer and programmer?
JD: I think that the logic and thought process that one develops in going through the rigors of mathematics certainly does help in game design and the programming of computers. They seem to go hand in hand.
GMK: What about your experience as a teacher?
JD: My teaching experience has helped me instruct other programmers here at TI. In designing the games, the educational background helps to a certain degree, because I'm constantly thinking, "How is the audience going to perceive what I'm doing?" You try not to make the game too complex, but rather interesting and a good experience.
References
- ↑ An Interview with Jim Dramis - Game Designer and Programmer Extraordinaire - 99'er Magazine: January 1983, pgs. 26-27