Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 26, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Toni Sala's Blog


Game Analyst  and Monetization Specialist at Gameloft


Member Blogs

Posted by Toni Sala on Tue, 02 Feb 2016 01:37:00 EST in Design, Smartphone/Tablet
Heroes Charge is designed around a very deep combat system that is taught to players bit by bit along the whole progression of the game. After months playing the game, players can still learn details of the system that can make a difference in a battle

Posted by Toni Sala on Thu, 02 Jan 2014 02:46:00 EST in Design, Indie, Smartphone/Tablet
Puzzles are often considered to not be games at all. This means that designing a video-game entirely based on puzzles implies some issues that need to be addressed to minimize the inherent problems that puzzles have and maximize their benefits.

Posted by Toni Sala on Mon, 23 Dec 2013 04:55:00 EST in Design, Indie, Smartphone/Tablet
Fun games are great, but fun games with endogenous value are better. It is more difficult to forget a game that has endogenous value, so it is easier for the player to come back and play again to increase that value.

Posted by Toni Sala on Sun, 15 Dec 2013 03:08:00 EST in Design, Indie, Smartphone/Tablet
Game rewards are a very important concept in game design. Actually, in some sense, players play games to be rewarded. It is a human need. Players need to be evaluated favorably. Thats why a well designed and balanced rewards system is key in any game.

Posted by Toni Sala on Sun, 08 Dec 2013 11:25:00 EST in Design, Console/PC, Indie, Smartphone/Tablet
The Flow Channel is the state of mind that makes us to stay focused on an activity. When we loose the flow, we switch to another activity. So obviously our aim as game designers is to keep our players in the flow channel for as long as possible.

Toni Sala's Comments

Comment In: [Blog - 09/03/2015 - 01:12]

Really useful and pragmatical article. ...

Really useful and pragmatical article. Thank you very much

Comment In: [Blog - 12/23/2013 - 04:55]

For me, endogenous value is ...

For me, endogenous value is related to engagement or addiction, to be clear... not fun. You may design a fun but NOT addictive/engaging game and viceversa. r n r nCandy Crush Saga executes it perfectly. The game is fun, of course, but the ridiculously huge amount of hours that people ...