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November 22, 2009
 
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Blogs

J. Bronaugh Vorderkunz's Blog

I'm an aspiring narrative designer - my undergrad was in Classics (i.e. Greek and Latin), and I'm currently in the MA in Communication Studies program at Baylor University. I've been playing video games since way back: my dad used connections to score me Super Mario Bros. II & III each a week before they hit the stores, so I was a cool kid, at least for a few days there. I <3 stories, telling them, reading them, writing them, seeing them...playing them - video games are a shiny new medium and I hope to be a part of the development of the new forms of narrative they will generate (and already are)! Ludology vs. Narratology - LAME! The best games are fun to play and have an immersive world brimming with narrative: the Zelda games, BioShock, Left4Dead, WoW, and the list goes on... A good game can have just one of those aspects, but the best have both. At least in my inflated opinion.

Member Blogs

Design and Criticism: the future of Game Studies
Posted by J. Bronaugh Vorderkunz on Tue, 08 Sep 2009 02:27:00 EDT in
Wherein I outline my own personal view of the uncharted territory which Game Studies should seek to claim...
Read More... | 0 Comments

Linearity and Medium
Posted by J. Bronaugh Vorderkunz on Wed, 26 Aug 2009 02:43:00 EDT in
Videogames are often contrasted with older media (such as films, books, and TV shows) in the context of linearity. The supposition is that VGs are nonlinear, whereas the older media are linear. Let's examine this and see what we find...
Read More... | 2 Comments

Metaphysical Decisions  Featured Blogs
Posted by J. Bronaugh Vorderkunz on Thu, 13 Aug 2009 02:04:00 EDT in
Using the Fallout and D&D universes as examples, I explore how metaphysical decisions affect games in both mechanics and narrative.
Read More... | 11 Comments

This Week in Mysterious Nature: The Casual Friendly Multiplayer FPS - does it exist?
Posted by J. Bronaugh Vorderkunz on Sat, 08 Aug 2009 03:31:00 EDT in
Sasquatch says Yes!, Nessie says No! - you be the judge...
Read More... | 0 Comments

What In The Heck Is A "Game", Anyway?  Featured Blogs
Posted by J. Bronaugh Vorderkunz on Fri, 31 Jul 2009 02:18:00 EDT in
Eskimos have 40 words for snow (not exactly, just go with me...) but English speakers have 1 word ("game") for a thousand different things. What does "game" mean to you?
Read More... | 11 Comments

Immersion and Designer Intent
Posted by J. Bronaugh Vorderkunz on Sat, 18 Jul 2009 02:07:00 EDT in Game Design
Achieving immersion is a fundamental goal of game design; but what is immersion's place in human psychology/sociology, and what does that mean for designers?
Read More... | 0 Comments

   

J. Bronaugh Vorderkunz's Comments

Comment In: Why Metrics Matter for Team Play and Player Satisfaction [Blog - 10/06/2009 - 08:27]

Cool Like yourself, I'm in ...

Cool Like yourself, I'm in the process of creating a theoretical framework for both game design and analysis although I'm basing my work off of different Theorists and using different assumptions. By late November I'll have the first part of the work done it's a paper for a class - ...

Comment In: Gaming Generation Y [Blog - 10/04/2009 - 03:15]

I think the original post ...

I think the original post was well written and thoughtful, I simply disagree with some of the premises and thus can't concur with the conclusion. Let's do a bit of quick analysis: http://www.census.gov/popest/national/asrh/NC-EST2008-sa.html The Baby Boom supposedly marked the largest growth in, well, growth in US history - maybe to ...

Comment In: Dynamics of Narrative [Feature - 09/24/2009 - 05:00]

To me, the Campaign mode ...

To me, the Campaign mode of L4D is the best example of this sort of dynamic pacing. Each play session will pace with slight variations, but they all generate a classic horror-movie-style experience that moves from tense anticipation to wild action to desperate relief.

Comment In: The Three Qualities of Level Design [Blog - 09/13/2009 - 05:27]

Martin - I totally agree ...

Martin - I totally agree that great levels can save an average design and that bad levels ruin even great designs. And no, I don't put art below programming

Comment In: Life, Addictive Game Mechanics, And The Truth Hiding In Bejeweled [Blog - 09/16/2009 - 09:31]

Specific Cue Reactivity on Computer ...

Specific Cue Reactivity on Computer Game-Related Cues in Excessive Gamers. Behavioral Neuroscience, 2007, 121 3 , 614 618. The above article makes the case that games can become chemically addictive in terms of the dopamine response cycle they generate , but in a VERY small number of players. Like Erin ...

Comment In: Not All Research Is Good Research [Blog - 09/10/2009 - 10:43]

Interesting article. I appreciate your ...

Interesting article. I appreciate your passion - but I have to disagree with you on a few points, at least if you are referring to both academic and proprietary research. If you are speaking only to proprietary research, think I think you're pretty much spot on. 2. Outdated data. - ...

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