Keith Burgun

Game designer, author

“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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Patreon Update!

My Patrons have been such an incredible help to me over the past three years. Without them, I really don’t know that I’d have been able to continue doing what I’m doing. As I’ve written about recently, Escape the Omnochronom! was a fraught development experience, and an experimental design which, so far at least, hasn’t …

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CGD Podcast Episode #52 – Start of Season 2!

I’ve been talking for awhile about giving my show an upgrade. This episode, which is number 52, represents the first significant step in that direction. I spent more time working on this episode, developing segments, working on audio and various other features, than I have on any previous episode. I hope that it shows, and …

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New game: Advance Plants

TL;DR: a new, very simple 1-week tactics game I worked on is available here! Over the last month or so, Happy Snake and I have been working together on a few games. Snake has actually been helping me with my latest game, Chess Peace: Cool Party a lot, doing art for it and more, and …

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Violence in media and power

I’ve never been into superhero-themed media. As a kid, I would buy comic books: X-Men and Spawn most prominently, but I never really read them. For some reason, I always found them boring to actually read. I bought them mostly to copy the drawings and learn to draw (I’m still in the process of un-learning …

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