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June 27, 2019
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Anthony Pecorella's Blog


Anthony has been at Kongregate for 8 years and is the director of virtual goods for browser games. He works to bring great games to the platform and help developers make a living with their games. He was the lead producer for the mobile version of AdVenture Capitalist.

Anthony also designs and develops games on the side with his indie game studio Level Up Labs, including the acclaimed tower defense RPG Defender's Quest: Valley of the Forgotten, and a MacArthur-grant-funded educational biology game, CellCraft.


Member Blogs

Posted by Anthony Pecorella on Mon, 31 Jul 2017 10:26:00 EDT in Programming, Production, Social/Online
With 100,000 games over 10 years, Kongregate takes a look at trends in game development technology. Specifically, at the rise of HTML5 over Flash in both quantity and quality of games.

Posted by Anthony Pecorella on Tue, 21 Mar 2017 09:33:00 EDT in Business/Marketing, Indie, Social/Online
Some ne'er-do-wells have been futzing around with user ratings on to cheat our monthly contests. Let's take a look at what they're doing and how we can try to combat it!

Posted by Anthony Pecorella on Wed, 01 Feb 2017 09:53:00 EST in Design, Programming, Indie
The final part of a 3-part, in-depth series on the math of idle games, this time looking at prestige loops and patterns.

Posted by Anthony Pecorella on Wed, 14 Dec 2016 05:45:00 EST in
Part II of a 3-part, in-depth series on the math of idle games, this time looking at alternative growth models and generator relevancy.

Posted by Anthony Pecorella on Thu, 13 Oct 2016 02:50:00 EDT in Design, Programming, Console/PC, Indie, Social/Online
Let's take a look under the hood of idle and incremental games! What do the cost and production formulas look like? Can you estimate progression patterns without manually playing the game? How do you balance multiple elements to keep them interesting?

Anthony Pecorella's Comments

Comment In: [Blog - 10/13/2016 - 02:50]

Yup, please do ...

Yup, please do

Comment In: [Blog - 07/31/2017 - 10:26]

Yup, great question You are ...

Yup, great question You are correct that the volume of games released in the past year 500 or so a month is lower than the great Flash boom years of 2009 - 2011 averaging around 1300 . The volume of games started to drop in late 2011 around the launch ...

Comment In: [Blog - 03/21/2017 - 09:33]

Thanks Serhiy r n r ...

Thanks Serhiy r n r n1. Yup, that makes sense. There are some logistical problems with it though. For example, it would effectively inflate the ratings on all games since those who play longer are almost always people who like the game more. But there might be some variation of ...

Comment In: [Blog - 12/14/2016 - 05:45]

Great observation Indeed, by generating ...

Great observation Indeed, by generating generators you will typically end up with many more of them than you would in a Cookie Clicker model. In AdVenture Capitalist for example, hitting 2000 lemonade stands is a non-trivial task, while in Derivative Clicker you 'll have billions of generators pretty early on. ...

Comment In: [Blog - 05/25/2012 - 08:59]

Thanks for the helpful points ...

Thanks for the helpful points However, while I understand patience for a small team reviewing hundreds of games, did they give any rough estimate of what that wait time would be Does anyone else have experience with how long this usually takes We haven 't gotten a single reply from ...

Comment In: [News - 04/16/2012 - 05:40]

I agree with you on ...

I agree with you on most fronts. A lot of designers, especially free-to-play designers where this is much more important than retail , just butcher this part of the game. Not all games fit into your short level per mechanic model, but the philosophy is sound. Shafer hits on a ...