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October 23, 2019
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Keith Burgun's Expert Blogs

Posted by Keith Burgun on Wed, 10 May 2017 09:14:00 EDT in Design
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.


Posted by Keith Burgun on Fri, 17 Jun 2016 03:19:00 EDT in Art, Serious, Social/Online
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.


Posted by Keith Burgun on Tue, 24 May 2016 02:02:00 EDT in Design, Console/PC, Smartphone/Tablet
Designer Keith Burgun makes the case for why single-player should be perhaps considered the ideal/default way to make strategy games.


Posted by Keith Burgun on Thu, 04 Feb 2016 02:14:00 EST in Design, Console/PC, Serious
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.


Posted by Keith Burgun on Mon, 04 Jan 2016 01:31:00 EST in Design, Indie
The Clockwork Game form is a framework for understanding how to design elegant, evergreen strategy games. In this article, I explain why you should care.


Posted by Keith Burgun on Tue, 17 Nov 2015 01:12:00 EST in Design, Art, Serious, Indie, Social/Online
NYU's Practice: Game Design in Detail conference is one of the best conferences in the world for those who really want a technical deep dive on understanding interactive systems. But this year's event seemed quick to reject opportunities for progress.


Posted by Keith Burgun on Thu, 12 Nov 2015 12:20:00 EST in Design, Programming, Indie
Game design and programming are two totally different, wholly unrelated disciplines. But since computers are the best tool for executing game design, I think game designers really should learn to program, and I didn't always think so.


Posted by Keith Burgun on Thu, 01 Oct 2015 01:22:00 EDT in Design, Console/PC, Indie
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.


Posted by Keith Burgun on Wed, 02 Sep 2015 01:17:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.


Posted by Keith Burgun on Thu, 06 Aug 2015 12:43:00 EDT in Design, Console/PC, Smartphone/Tablet
Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care?


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