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Blogs

Keith Burgun's Blog

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 - gmail.com.

Member Blogs

My new book on game design is available today
Posted by Keith Burgun on Fri, 10 Aug 2012 06:18:00 EDT in Serious, Design
I've released a brand new book on game design, complete with words, pictures, and a foreword by Reiner Knizia!
Read More... | 0 Comments

   

Keith Burgun's Comments

Comment In: Opinion: Let's retire the word 'gamer' [News - 05/15/2013 - 03:51]

Everyone I know already has. ...

Everyone I know already has.

Comment In: Galactic Reign: Competitive Depth on Mobile Platforms [Blog - 05/07/2013 - 05:49]

The biggest problems with every ...

The biggest problems with every 4x game I 've ever played is that they go on far, far too long. Like 100 times longer than they should. The first 20-30 turns of them are vastly more dynamic and interesting then the last 500. This article is interesting, but doesn 't ...

Comment In: The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved [Feature - 04/08/2013 - 04:00]

To add a bit more: ...

To add a bit more: r n r n Tell stories with more than one dramatic climax. r n r nSo there are two possibilities here: r n r n1. You do not understand how difficult it is to create even ONE good dramatic climax, OR r n r n2. ...

Comment In: Proteus: A Trio of Artisanal Game Reviews [Feature - 02/15/2013 - 04:35]

All definitions are, at the ...

All definitions are, at the end of the day, arbitrary . Creating arbitrary distinctions is how we 're able to communicate at all.

Comment In: An Alternative to Achievements [Feature - 01/25/2013 - 04:45]

The thing you like about ...

The thing you like about achievements is kind of neither here nor there in terms of my complaints of them. You could have variants replace achievements, and still have a metagame tracker to compare what you 've beaten against what your friends have. In short, you don 't need achievements ...

Comment In: The Designer's Notebook: Bad Game Designer, No Twinkie! XIII [Feature - 12/21/2012 - 04:35]

The designation that you needed ...

The designation that you needed to draw out for the long animations was this: do the animations have an effect on gameplay, or don 't they As a general rule, forcing players to watch animations in a turn-based game is BAD, because time has no relevance in that system. Compare ...

[More Keith Burgun Comments]   

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