Keith Burgun

Game designer, author

Difficulty in Videogames

I wanted to write a few words about difficulty in games. First, the word “difficulty” doesn’t really apply to the kinds of things I want to make: strategy games. Or at least, it shouldn’t. Any good multiplayer online strategy game will have a matchmaking system, which does the very best it can at providing a …

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CGD Podcast: Updates, League of Legends, and being a solo coder/designer

Hi! Thanks for listening. Here’s what I talk about on this week’s show. Updates about Chess Mix, revamping my Patreon, thinking more about article writing vs. video-making, some games I’ve been playing, and more A section about League of Legends and why you should probably play it, or at the least have a lot of …

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“Decisions”, XCom’s “creeping problem”, and paper prototyping

Hi! Welcome to episode 53 of the Clockwork Game Design Podcast! This is the second of “season 2” of the podcast – it’s another hour plus episode chock full of cool features. First we talk about the whole “a series of interesting decisions” concept, which Sid Meier is well known for(here‘s his GDC 2012 talk …

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