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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 - gmail.com.

 

Expert Blogs

Posted by Keith Burgun on Wed, 19 Nov 2014 01:31:00 EST in Design, Serious
I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally.


Posted by Keith Burgun on Tue, 18 Nov 2014 01:51:00 EST in Design, Serious
3 Minute Game Design is what it sounds like: three minutes of dense, clear game design theory.


Posted by Keith Burgun on Tue, 04 Nov 2014 08:03:00 EST in Design, Console/PC
In Part two of this two-part article series on violence in games, I discuss the negative ramifications that violence has on mechanical game design.


Posted by Keith Burgun on Mon, 03 Nov 2014 03:43:00 EST in Design, Serious, Indie
I want to take my game design articles to the next level, and I'm seeing whether I could feasibly use Patreon to help me do it.


Posted by Keith Burgun on Thu, 30 Oct 2014 02:29:00 EDT in Business/Marketing, Design, Production, Art, Console/PC
We need to reject the glorification of violence in video games and other media.


Posted by Keith Burgun on Wed, 15 Oct 2014 02:02:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong.



Keith Burgun's Comments

Comment In: [Blog - 11/10/2014 - 02:16]

Bad games would indeed be ...

Bad games would indeed be better with a story. Or with art, or with frankly anything to distract from the bad game. In a good game - one that is actually engaging, difficult and interesting on its own mechanical merits, there is simply no ROOM for story, either in the ...

Comment In: [News - 11/05/2014 - 06:10]

@Eric - Interesting you should ...

@Eric - Interesting you should ask, because: wait actually, this isn 't about feminism at all. Who brought up feminism or gamer gate If you 're suggesting that I 'm part of gamer gate because I 'm indicating what I see as bad journalism - nope. Just an individual out ...

Comment In: [News - 11/03/2014 - 08:20]

Innovation is an unfortunate byproduct ...

Innovation is an unfortunate byproduct of problem-solving. r n r nAnyway, Tadhg is so, so wrong. He couldn 't be more wrong about his idea that these cave-paintings we 're making right now are going to be the models that stick around for hundreds of years. You really think people ...

Comment In: [Blog - 10/30/2014 - 02:29]

a very aggressive form of ...

a very aggressive form of social engineering r n r nOtherwise known as making the case for a position .

Comment In: [Blog - 10/15/2014 - 02:02]

So if something is an ...

So if something is an experience , we can 't come up with criteria or guidelines for making better experiences Guidelines can be broken when necessary, but it seems to me that interactive systems function or fail to function due to practical reasons that we can begin to understand, at ...

Comment In: [Blog - 09/29/2014 - 01:05]

XCOM is the same way ...

XCOM is the same way if I can try a battle over and over again until all my shots hit and all my soldiers survive, then the game doesn 't take skill anymore, it just takes time. Ironman mode is a game option available at the start of a campaign ...