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Keith Burgun's Blog   Expert Blogs


I'm the lead game designer at Dinofarm Games.  I designed 100 Rogues and I'm currently working on AURO.  I'm also the author of Game Design Theory:  A New Philosophy for Understanding GamesI'm a writer for Gamasutra, and I also have taught Game Design a number of schools, including the New York Film Academy and SUNY Purchase.

Email me at keithburgun - at -


Expert Blogs

Posted by Keith Burgun on Wed, 02 Sep 2015 01:17:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.

Posted by Keith Burgun on Thu, 06 Aug 2015 12:43:00 EDT in Design, Console/PC, Smartphone/Tablet
Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care?

Posted by Keith Burgun on Wed, 03 Jun 2015 02:15:00 EDT in Design, Serious, Indie
We're creating a new mode to bridge the gap between Auro and the expectation of many players. However, this mode is more than just a new mode; it represents a philosophical shift with how we attempt to communicate with our audience.

Posted by Keith Burgun on Tue, 05 May 2015 01:22:00 EDT in Design, Console/PC, Serious, Indie, Social/Online
Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening.

Posted by Keith Burgun on Thu, 23 Apr 2015 06:17:00 EDT in Design, Serious, Indie
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.

Posted by Keith Burgun on Mon, 06 Apr 2015 01:43:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them.

Keith Burgun's Comments

Comment In: [Blog - 09/02/2015 - 01:17]

Hey, thanks for the response ...

Hey, thanks for the response r n r nDespite what it sounded like the developer was saying in that patch video, I don 't really think you guys want to be endlessly patching League of Legends just for the sake of changing it. But I do think people get a ...

Comment In: [News - 09/02/2015 - 10:25]

Nice article, Chris. r n ...

Nice article, Chris. r n r nI often take for granted the fact that I was doing level design in elementary school, and a lot of these lessons that you 're nodding to, about difficulty for example, are just not things that most players have ever really had access to, ...

Comment In: [Blog - 08/20/2015 - 12:57]

I actually have noticed the ...

I actually have noticed the opposite. I almost never get serious feedback from people, even when I directly ask them for it. Game designers seem to have this weird force field up against each other actually, where no one criticizes anyone 's work. Everything is either THIS IS THE BEST ...

Comment In: [News - 08/11/2015 - 04:27]

Naomi is basically the most ...

Naomi is basically the most fantastic person ever, and this is a well-crafted, efficient talk, and not only that but I was honored to have Auro get a mention in there However, I have some issues with the general thrust of this argument. r n r nMy feeling is that ...

Comment In: [Blog - 08/06/2015 - 12:43]

Some people LIKE being addicted ...

Some people LIKE being addicted to gambling, why can 't you understand that

Comment In: [News - 08/06/2015 - 04:11]

Also in turn based games ...

Also in turn based games against AI, without RNG it becomes a puzzle game r n r nI am SO glad someone publicly said this, because it 's false and needs to be explained I think. All you really need is some hidden information - input randomness - and a ...