Push The Lane! Fan Art Contest!

Today I'm starting a Push the Lane Fan Art contest! It will run from right now, until the morning of May 2. There will be prizes involved! Here's how you can participate: Step 1: Make some Push the Lane fan art by May 2 at 9:00 AM EST. To learn more about the characters, go to the Characters section of the Kickstarter page. Choose one of the five shown characters on that page and make some fan art of them! (You may make multiple submissions.) [caption id="attachment_2400" align="aligncenter" width="256"] The first-ever PTL fan art, by HappySnakeGames! <3[/caption] Step 2: Post your fan art to social media! Twitter, Instagram, Tumblr, or whatever you use, as long as it's public. Use the hashtag #ptlfanart. Step 3: Let me know about it. You can message me on Kickstarter, or email me at keithburgun@gmail.com, or @ Push the Lane on Twitter (@pushthelane). [caption id="attachment_2395" align="aligncenter" width="402"] T-shirt. Available in various styles, sizes, and colors. From Redbubble.[/caption] Voting will begin at 9:00 AM EST and go until mid-day the next day.

First Place Prize!

Runner Up!

  • A $10 Steam Gift Card
  • I will draw fan art of YOU!
This will be going on from now until next Wednesday, so get drawing! I look forward to your entries. See you on the Kickstarter page!      

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Push the Lane Kickstarter is HERE!

Woof! Putting together a Kickstarter is so much work. And then when you actually put it up, the work doesn't end, because you have to keep in touch with all your backers and try to get the word out about the Kickstarter somehow. Anyway, the Kickstarter is finally up! Please check it out, if you haven't yet. If you can back, backing early really helps. If you can't, spreading the word also helps. I have a lot of cool events and things planned for this Kickstarter. It is a lot of work, but it's also a lot of fun, and so far, it's going decently well. We made about 10% of our goal in the first three hours, and it's still rising. Here's hoping we get some press or something somehow! Thanks for reading, and thanks for your support. If you're wondering about non-Push-The-Lane stuff, here's other things which are upcoming:

  • I wrote the music to this game—check it out! It's coming soon to iOS and Steam.
  • A new article is in the works. Actually I have two, but I should make time to finish one in the next few days.
  • A new podcast episode is also coming soon. Probably a no-guest episode next - let me know if you have questions or anything you'd like me to address.
  • A new Hitscan episode is coming soon as well; it's been in the works for awhile. I also might have some guest Hitscan episodes.
  • Alakaram is still going! Some big updates on that coming soon (check Dinofarm's website for that).
Thanks again everyone!

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Clockwork Game Design has been released!

Great news - my book, Clockwork Game Design, is now available for purchase on Amazon, Barnes & Noble, and other online bookstores, in both digital and paperback formats. 97467b937ecb6b80758463d9af2fdcedClockwork Game Design is unique in many ways, I think. I don't know of another book on "building rulesets for strategy games", that actually tells you how you should approach it. I've read maybe 15-20 of the most popular books on game design, and none of them have anything remotely like that. This is because, of course, they are all writing about "all interactive entertainment", and providing such a specific, "how-to" guide for such a broad category of forms is impossible. I'll be doing a short video about Clockwork Game Design soon to help people understand what it is, exactly. In short, though, it's a run-through of a very specific system for understanding and building strategy game rulesets. I not only use this system in my own work, but I think that the Clockwork Design Pattern or something similar is really the only way to achieve depth and elegance in game design. Other designers who have achieved deep, elegant games, are using this theory (or at least parts of it) without knowing the words for it. It's quite different than my first book, which was very much a broad "overview" of videogames, the history of games, and my general philosophy on games. I think the first book is valuable in that it relays my perspective on games broadly and goes into detail on some specifics. However, it is definitely far less constructive than this book. I hope you'll spread the word about my book. I worked hard on it, and I tried to make sure it was itself elegant, as elegance is really a major reason for its existence. From little things like there being no subtitle (when was the last time you saw that?) to no preface to just simply being short and to the point.

In other news: Dinofarm Games is launching a Kickstarter for an Auro expansion in a couple of days. Please keep an eye out for that!


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