Economy Design

Economy design balances currencies, sources, sinks and prices so a game stays fair and sustainable.

Economy design models what players earn, spend and want: currency flows, drop rates, pricing and bundles, progression gates, and the balance between what time gives a player and what money does. The craft is in spreadsheets and simulations first, then in telemetry once real players put the model under load.

Postings ask for data literacy, A/B testing, SQL often enough to be worth naming, and an understanding of live operations, because an economy is tuned continuously rather than shipped once.

It overlaps with systems design, which owns the surrounding rules, and with monetisation design, which concentrates on purchase offers. Economy design is the layer underneath both: if its numbers are wrong, no event schedule or storefront will fix the result, and players notice long before the revenue chart does.