John Bruneau

Artist, Educator, Curator, Coder.
Contact: bruneauj [at] newschool [dot] edu
Resume (pdf), Full CV (pdf)

Teaching: Game Design at Parsons School of Design, The New School
Playing: Castles of Burgundy, Catan, Undertale, DDP Max
Reading: Games, Design and Play; Introduction to Game Design, Prototyping, and Development
Hacking: my Wii

Babycastles Variety Hour Interview

5 Dec, 2016 9:00 pm

Mirror Maze at Pier 39, San Francisco

3 Jan 2017, 11:32 pm

Mirror Maze at Pier 39, San Francisco

Chrono Trigger ~ Game of the Month Club at Babycastles

2 Jan 2017, 1:36 pm
Chrono Trigger ~ Game of the Month Club at Babycastles:

Monday, January 30, 8pm - 10pm
Babycastles Gallery
137 W 14th St, New York, New York 10011

The result of a so-called “Dream Team” collaboration between artist Akira Toriyama (Dragon Ball) and game designers Hironobu Sakaguchi (Final Fantasy) and Yuji Horii (Dragon Quest), Square’s Chrono Trigger (1995) is widely considered to be a pinnacle of 16-bit gaming; a forward-thinking masterclass in JPRG design; a tightly scripted roller coaster ride through time and space that’s as heartfelt and soulful as pop entertainment gets.

It’s going to be too cold to go outside for the next few weeks, so this winter break let’s all pour ourselves a nice hot cup of cocoa, get the fire going, plop down in front of our Super Nintendos, and use our courage and our wits to save the far-off distant future of 1999AD. And then, on January 30th, let’s meet up at Babycastles and talk all about it.

Hope to see you there!

Paper Prototyping with Mark DeNardo

2 Jan 2017, 1:23 pm
Paper Prototyping with Mark DeNardo:

Sunday Jan 22, 2pm to 4pm
Babycastles Gallery
137 W 14th St, New York, New York 10011

Many people have great ideas for video games, yet somehow they don’t make them. Why is that?

Some think it is because they don’t know how to code or use a framework like Unity, but really it might have to do with their understanding of playable systems in games.

This course is a “hands on” approach to Game Gesign, using the method of “paper” prototyping.
Paper prototyping is a useful approach for any form of design, and digital games are no exception. Games like Pokemon started as a paper prototype first!

We will look at playable systems in tabletop games to get a better understanding of how games in general are constructed. We will then use the these analog playable and nonplayable systems as placeholders for our digital game designs.

Through this rapid prototyping process we will playtest game ideas to see if they are actually fun, long before committing hours of development time transforming that idea into a digital game.

By the end of this class you will have a working prototype of your game to develop as a either digital game, or polish in a tabletop format.

Free and open to the public.

John Bruneau 2017