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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, 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.

Posted by Keith Burgun on Fri, 27 Mar 2015 03:39:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.

Posted by Keith Burgun on Mon, 02 Mar 2015 05:26:00 EST in Design, Indie, Smartphone/Tablet
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.

Keith Burgun's Comments

Comment In: [Blog - 06/03/2015 - 02:15]

I have indeed read about ...

I have indeed read about flow although not from this specific source . Hopefully pushing a monster one space back so he lands on water qualifies as a clear task. I recognize that in Auro, some of the spells are not as clear as they could be mostly this is ...

Comment In: [Blog - 05/14/2015 - 07:12]

To clarify, I 'm not ...

To clarify, I 'm not saying teaching people to appreciate pixel art is anywhere near as hard as it would be to teach them Spanish. I just used that as an example to show that if you can avoid costs like that and lose no value, you might as well.

Comment In: [Blog - 05/05/2015 - 01:22]

If all proposed game design ...

If all proposed game design guidelines must account for everything that some people may like , then we cannot propose any game design guidelines. That 's actually kind of where we 've been stuck for 20 years, which is why so little progress has been made. My position is that ...

Comment In: [Blog - 04/23/2015 - 06:17]

This post is kinda off-topic ...

This post is kinda off-topic from the article, so if you want to continue the conversation you can email me. But for now I 'll give one response here. r n r nMy forms are strictly concerned with questions of the nature of interactivity. It seems to me like you ...

Comment In: [News - 04/10/2015 - 04:00]

Hey Tim, sorry for being ...

Hey Tim, sorry for being harsh before. I hadn 't come across your writing before but now I think I have a better understanding of your particular style of writing, and while it 's far from what I 'm looking for in game design analysis, there 's certainly a place ...

Comment In: [News - 04/13/2015 - 10:52]

Great news. A big question ...

Great news. A big question though is, is there a legitimate way for developers of Unity games to get their work on the 3DS