JuliePeel

Six Genres, Six Different Projects

Genre is the first decision that constrains every later one — team size, engine, backend depth and monetisation all follow from it. Here are the six categories our readers commission most, and what each one really asks of a studio.

The six genres we see commissioned

Genre determines everything downstream — budget, team composition, timeline and monetisation model. These are the six categories our readers commission most often.

Picking a genre you can actually finish

The most common mistake we see is choosing a genre by market size rather than by production capacity. Strategy and RPG titles have the highest lifetime revenue per player, which makes them attractive on a spreadsheet — and they also demand the largest content pipelines, the deepest backends and the longest runway before a single player pays anything. A first-time publisher who picks that fight usually runs out of budget during balancing.

Casual, puzzle and hyper-casual titles invert the equation. Production is fast and cheap, so you can afford to prototype three concepts and keep the one that retains players, but discovery is brutal and the revenue per player is small. The genre rewards volume and iteration speed, not perfection — studios that work this way ship prototypes in weeks and kill them without sentiment.

Educational and branded games sit in a quieter middle ground. They are commissioned rather than speculative, so the revenue question is settled before development starts, and success is measured in completion rates or footfall rather than in-app purchases. If your game exists to serve an existing business, this is almost always the right category — and it is the fastest-growing type of commission among the clients we survey.