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 Games. I'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.
Game designer, author and Gamasutra contributor Keith Burgun explains his very specific criteria, and weighs in on his favorite games from 2013.
The way we think about concepts like "winning" and "losing" in the world of single player digital games tends to be a bit strange. What do these terms really mean, and why is it important?
Asymmetrical forces have always been a dominant design pattern for videogames. In this article, I ask why that is, and suggest that we may actually be better off shooting for symmetrical designs.
Independent game developers have been exhibiting a pattern of not supporting their games, and it's a massive lost opportunity for developers, the community, and gaming in general.
EMPIRE is an upcoming 4X Strategy / Deck-building mobile game designed by Keith Burgun, who designed the iOS game 100 Rogues and the upcoming AURO. With the game currently in beta, Keith writes about some of the challenges ahead for the game.
I've released a brand new book on game design, complete with words, pictures, and a foreword by Reiner Knizia!
Keith Burgun's Comments
[News - 03/20/2014 - 01:55]
Why do people argue about ...
Why do people argue about whether something is a INSERT WORD HERE but avoid providing a definition for that word I see a lot of debates like this... and it 's like, OBVIOUSLY the answer is contingent on how you are defining the word game . The whole reason there ...
[News - 02/18/2014 - 12:53]
How is that troubling It ...
How is that troubling It 's high time people stopped spending hundreds of millions of dollars on games. Focus on good gameplay, good ideas. With a team of 15 - or even half that, for that matter, you can make the greatest games the world has ever seen, if you ...
[News - 01/13/2014 - 09:48]
[Feature - 09/15/2004 - 12:00]
It 's a 2D game, ...
It 's a 2D game, and -- like Lemmings or Tetris -- would not be improved by making it 3D. r n r nImagine that, a game that isn 't improved by making it 3D Why is the assumption here that 3D improves games again
[Blog - 11/19/2013 - 02:16]
Some, such as the good ...
Some, such as the good folks at Roguelike Radio, would say these are simply traits that all modern games should aspire to, r n r nJust as a side note, I think it was I who said that, and I don 't even think most of the others at RLR ...
[Blog - 12/03/2013 - 01:12]
If you want to make ...
If you want to make a single player GAME , i.e., not a puzzle or toy, but something that would go into the game part of the Barnes Noble shelf rather than the puzzle part, then you absolutely HAVE TO HAVE random generation and a win/loss condition. I don 't ...