Keith Burgun's Expert Blogs
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.
Strategy game designers should start thinking about alternatives to “score systems” for their games. In this article I talk about why we use score systems right now, what their weaknesses are, and how we can (as well as why we should) move beyond them.
For too long, we social progressives have turned a blind eye to violence glorification in media, despite increased awareness on other kinds of bad messages.
Designer Keith Burgun makes the case for why single-player should be perhaps considered the ideal/default way to make strategy games.
I think Riot Games is Blizzard 2.0, and League of Legends is the best game that has been made so far in human history. Here's why.
[More Keith Burgun Blogs]