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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 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.

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.

Keith Burgun's Comments

Comment In: [News - 03/25/2015 - 07:30]

Just to be clear, this ...

Just to be clear, this move did not lead to an increase in racism . What it did was reveal the racism that was always there.

Comment In: [Blog - 03/02/2015 - 05:26]

I think having a manual ...

I think having a manual is a purely good thing. Telling players, especially new players about it, yeah - probably a bad idea.

Comment In: [Blog - 02/27/2015 - 03:08]

Great to see the return ...

Great to see the return of @Play

Comment In: [Blog - 02/09/2015 - 02:28]

Ya. In terms of writing ...

Ya. In terms of writing though, I would be careful with ellipses. Generally if you 're considering using more than one per paragraph there 's a problem. Also, bonus points for breaking up the article into 2-3 larger sections with a heading.

Comment In: [Blog - 01/20/2015 - 04:04]

I would say on that ...

I would say on that specific claim, they 're actually not right. Also I find the idea that two opposing ideas can both be equally correct to be extremely harmful to progress. On any point of disagreement, if you get specific enough with your claims, one side is always at ...

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 ...