Keith Burgun's Blog
I'm the lead game designer at Dinofarm Games, creators of 100 Rogues and Auro. I'm also the author of Clockwork Game Design. I'm a writer for Gamasutra as well as my own blog at keithburgun.net.
Email me at [email protected]
In this post, designer Keith Burgun talks about some of the visual/mechanical changes he's making to his first published card game, Dragon Bridge, to improve readability and affordances.
Author of "Clockwork Game Design" talks about some of the properties of the design, as well as the theory behind it, for his newest title, Dragon Bridge.
Inspired by the recent conversations on game difficulty surrounding the release of Sekiro, designer Keith Burgun gives his take. Beyond exclusionary gatekeeping, is there any good reason not to have easier/more accessible gameplay modes in such games?
Game designer and theorist Keith Burgun talks about a few design lessons which seemed to be obvious to everyone but him, and why and how that happened.
What does it mean to "play videogames"? What do the games we play say about who we are?
Behind every super logical sounding argument or theory, there is always some kind of emotional charge. This is especially true in media studies and criticism, I think.
Keith Burgun's Comments
[Blog - 04/15/2019 - 10:32]
Hi Hmm, in order to ...
Hi Hmm, in order to answer any of your questions I think I don 't understand your complaints. I guess for now I can just say, I 'm sorry you didn 't like the article.
[Blog - 10/25/2018 - 10:18]
[Blog - 06/17/2016 - 03:19]
Except for the whole he ...
Except for the whole he was trying to get legislation passed that would ban certain materials, and I would be explicitly against such legislation thing. I would literally veto any of his bills if I had executive authority. And also I 'm not trying to paint a direct violent games ...
[Blog - 02/04/2016 - 02:14]
That is much better, you ...
That is much better, you 're right. I still think Riot leads in this regard, however, what with their YouTube talk show and podcast and everything.
[News - 01/21/2016 - 04:13]
I really wish this article ...
I really wish this article had actually addressed some of the criticisms of randomness in game design, rather than just kind of shrugging it off by saying well, people like randomness and it 's fun . r n r nIf the point of this article was, hey, you can make ...
[News - 12/07/2015 - 05:59]
I love the idea that ...
I love the idea that Bethesda is showing some social progressivism here, but it 's much more likely just due to something like, they didn 't get around to putting in a more robust restrictive romance system .