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GameMaker Engine for Game Design

GameMaker Engine for Game Design

The GameMaker engine has been a popular choice for 2D game design among indie developers, studios, and hobbyists since the 2000s. GameMaker’s easy drag-and-drop interface, simple and powerful features, and support for visual scripting make it useful for new game creators, educators, and professionals wanting to iterate rapidly. The engine has evolved in its user base, features, release cycle, and business approach since its initial release. GameMaker has been used to create numerous commercial successes over the years, powering well-known titles like Undertale, Hyper Light Drifter, and Spelunky.

Games created with GameMaker, showcased on the engine's official site

GameMaker, released in 1999 under the name Amino, was created to cater to non-developers looking to make games. The engine has since expanded its features to cater to a broader user base, such as increasing the functionality of its coding language, GML, and enhancing its debugging tools. GameMaker similarly shifted in 2024 from a monthly release cycle to one focused on greater Long-Term Support (LTS), prioritizing stability by releasing modular updates. The engine additionally restructured its pricing model from one requiring separate license purchases per platform to a simple and more popular tiered system. Read on to learn more about GameMaker’s unique advantages in game design and what kind of games it’s primarily used to make.

What is the GameMaker engine?

The GameMaker engine is a game creation platform with specialized features for 2D development. GameMaker is designed to make creating games quick and intuitive, requiring little to no coding. GameMaker’s layout lets designers customize workspaces and provides tools like the Inspector, Asset Browser, and Output Window. Scripting game logic is possible through coding, visual scripting, or both. Editors for GameMaker’s core game components, such as objects, sprites, and rooms, are found in the Asset Browser, as well as additional editors for visual effects, behaviors, and other design assets.

Spelunky is a well-known 2D game made with GameMaker

GameMaker’s layout lets users create custom workspaces and workflows, adding and rearranging panes to suit an individual project’s needs. GameMaker’s default layout includes the Asset Browser, Inspector, and Output Windows. The Asset Browser keeps editors for different types of game assets, such as sprites or rooms. GameMaker’s Inspector window lets creators select elements, such as assets, to view or configure their properties. The Output Window shows compiler messages, debug output, and returned errors. The window also includes sub-tab options for source control, as well as providing search functionality for quick navigation in the script.

GameMaker’s visual scripting and coding options, GameMaker Language (GML) Visual and GML code, let users create game logic. Games in GameMaker are able to use a mix of both GML code and GML Visual elements. Creating game logic in GML Visual involves configuring windows of expressions or statements, called action blocks, and connecting them in node-based graphs. GML code is GameMaker’s own scripting language, and is what GML visual action blocks are under the hood. Developers are able to preview action blocks as GML code or convert them directly into editable scripts. Editing GML code is done via GameMaker’s integrated Code Editor. Developers are able to choose whether to use GML code or GML Visual for actions that involve scripted logic, such as creating a script asset or adding an event to an object.

Switching between gameplay, room editing, CML code, and CML Visual

GameMaker uses objects as core game development components. Objects are managed by behavior scripts and configured via the Asset Browser’s Object Editor. Developers customize behavior scripts through either GML Visual or GML code and attach them to the object using the Object editor. The Object Editor is also used for setting object properties, like adding simulated physics or invisibility. Users are able to establish hierarchies of objects to allow for inherited functionality and assign visible game elements their own sprites.

Sprites are a core building block in GameMaker, created and edited by the Sprite and Image Editors in the Asset Browser. The Sprite Editor lets users configure sprite properties, such as adding image scaling, texturing, and game collision masks. Creating and editing sprite images and animations is done through the Image Editor, which includes drawing and effects tools. The Image Editor includes frame management features for combining multiple images into an animation. Images for tilesets and backgrounds are also created and edited through the Image Editor before being configured by their own editors and used in game rooms.

Editing a sprite image in GameMaker

Rooms are GameMaker’s game levels or environments, with each game requiring at least one room to run. Rooms are managed using GameMaker’s Room Editor, Room Properties, Room Manager, and Image Editor. The Room Editor within the Asset Browser lets designers place assets in layers and arrange them in the room. A room is able to include multiple layers, such as a background, tile, character and object, particle effects, UI, and cutscene layer. Room Properties, accessed by using the Inspector on a room asset, is where configurations like room size and camera placement are set. The Room Manager lets designers decide the order in which players access rooms and configure parent-child relationships to let rooms inherit functionality. Assets like paths, sounds, and tilesets that are added to rooms are configured via their own editors.

Additional editors in the GameMaker Asset Browser are used for creating visuals and effects, behaviors, and other game design elements. Editors for visuals and effects include the Particle System, Tile Set, and Shader editors. The Sequence Editor and Animation Curve Editor are used for precise control over dynamic effects like sound arrangements or animations. GameMaker’s Script Editor is used to adjust behavior assets, the Timeline Editor is for timed events, and the Path Editor lets users direct objects that move through the room. Other design assets that have dedicated editors include sounds, fonts, and extensions.

These enemies follow their own paths until meeting the player

What is GameMaker good for?

GameMaker is good for easy and fast 2D game development, cross-platform support, and competitive pricing. GameMaker was designed to be user-friendly and beginner-friendly, even for non-coders. The engine’s features for 2D game development are also powerful and versatile. GameMaker facilitates rapid iterations due to these factors and by letting users customize their workspaces for maximum efficiency. The engine is also inexpensive when compared with some prominent industry competitors. GameMaker’s cross-platform support across multiple platforms, including major consoles, is another of its strong selling points.

User-friendliness and beginner-friendliness are defining strengths of GameMaker. Gamemaker’s Asset Browser editors are simple and intuitive, providing simple click-to-configure interactions rather than scripting. Designers are able to easily select the configured assets in GameMaker to view and further modify them via Inspector panes. Designing game rooms is also a simple visual process, as designers are able to click and drag objects, tile brushes, and other elements into the room. GML Visual’s action blocks for scripting game logic are easy for both beginners and non-coders to use.

Adding objects to a game room in GameMaker

GameMaker has powerful 2D game development features. The engine’s specialized asset editors let designers precisely configure multiple types of assets besides sprites, rooms, and objects. Creators are able to add effects such as animated room tiles and sound and animation sequences through the Asset Browser editors, as well as scheduling timed events, setting object motion paths, and customizing other game functions. GameMaker’s Inspectors give users even more fine-grained control to view and modify elements. Letting assets like objects and rooms inherit functionality also makes development easier and more organized. Developers are given flexibility to create game logic through GML visual and GML code and to convert action blocks to code. GML visual and GML code are also usable in combination, through coded scripts integrated as connected action blocks.

GameMaker allows for fast iterations due to its ease of use, powerful features, and workspace customization. Dragging and dropping elements into a room, connecting GML Visual action blocks, and configuring assets and code logic with a few clicks and keystrokes are quick processes that show immediate feedback. Being able to later convert action blocks to code smooths the transition between a prototyping phase and later development, letting functionality be expanded rather than recreated. Customizing workspaces on a per-project level allows for optimal workflows for each game, such as adding multiple Inspectors to easily view and configure significant objects. Each Inspector is able to modify multiple objects at once. The efficiency and agility GameMaker affords both prototyping and development even led BancyCo studio to return to the platform after initially migrating to the more powerful and industry-standard Unity engine.

Prototyping this game for Unity led BancyCo back to full-cycle GameMaker

GameMaker’s pricing is cheap compared with competitors like Unity. While Unity and GameMaker both have free tiers, GameMaker ends up being less expensive for commercial use. GameMaker’s Professional tier involves a one-off payment of $99, which provides a lifetime professional license with no revenue-sharing or subscriptions required. By contrast, Unity requires a paid subscription of $200 per month or $2200 per year minimum if exceeding $200K in funding or revenue over 12 months. GameMaker’s highest tier, the Enterprise subscription, is still cheaper than Unity’s lowest paid tier. GameMaker Enterprise costs $79.99 per month or $799.99 per year while still providing the same support Unity offers for console development.

GameMaker’s cross-platform support reduces headaches when it comes to porting. GameMaker lets creators export to PC, browsers, mobile devices, and major consoles. PC support caters to Windows, Mac, and Linux (Ubuntu) operating systems. The helpdesk even offers guidance on how to export a game to Steam. Web support in GameMaker became more accessible when its HTML5 runtime was made open-source in 2022. Mobile support from GameMaker includes both Android and IOS mobile devices as well as Android TV, tvOS, and Amazon Fire. GameMaker also offers support for major consoles, including the Xbox One and Series X/S, PlayStation 4 and 5, and Switch 1 and 2 at its Enterprise tier.

Hyper Light Drifter released for PC, major consoles, and mobile devices

What is the price of GameMaker?

The price of GameMaker is free for downloading, using, or educating about the engine, with tier-based pricing for commercial publishing and distribution. Professional tier requires a one-time purchase of $99, while an Enterprise subscription costs $79.99 per month or $799.99 per year. GameMaker’s Free tier is for non-commercial use. The Professional tier allows creators to sell their games while providing the same development benefits as the Free tier. Enterprise’s subscription grants additional benefits like console support and source code access. GameMaker’s free Educator license is available for teaching about the platform and includes learning resources.

GameMaker’s Free tier provides a GameMaker Runtime License that allows free download and use of the engine for non-commercial purposes. Downloading and developing on GameMaker don’t require users to enter credit card details or create an account, although registration on the Free tier is required when making an executable or accessing assets from GameMaker’s marketplace. Free tier lets users develop for PCs, browsers, and mobile platforms, but doesn’t support console development. GameMaker’s non-commercial use license allows creators to export games to platforms like Itch.io and GX Games, provided the games are “fully free” and aren’t used for generating revenue. GameMaker’s definition of revenue includes not just sales, but ad monetization on free-to-play games, donations, and tips. These use cases require paying for a commercial license.

Some of the top free games made with GameMaker on Itch.io

The Professional tier on GameMaker costs $99.99 and grants a Professional Runtime License, allowing developers to publish and release games commercially. The Professional Runtime License is a one-time purchase rather than a subscription-based model. Professional tier replaces GameMaker’s older paid model, where developers previously had to buy a license for each platform exported to. Besides the commercial use license, the benefits provided to users on the Professional tier are the same as those on the Free tier. Developing for consoles, therefore, requires an Enterprise tier subscription.

GameMaker’s Enterprise tier costs a subscription fee of $79.99 per month or $799.99 per year. Enterprise tier grants an Enterprise Runtime License for commercial use and includes the benefits available on the Professional tier in addition to support for major consoles and access to runtime source code. Enterprise’s cross-platform support means that creators are able to export games through a single code base rather than developing platform-specific versions. Receiving access to console support features like game exporting and accessing console runtime code requires developers to be registered for the target platform. For free access to console exports solely for educational purposes, GameMaker’s Educator license is available.

Undertale launched for PC first, later porting to major consoles

GameMaker offers a free Educator License for teaching about the platform. The Educator License is a non-commercial license that includes the benefits of the Free tier, as well as access to console export features and learning resources. Accessing GameMaker’s console export support requires registration for the target platform, as in the case of Enterprise tier subscribers. Free learning resources that GameMaker provides educators with include tutorials, guides, and educational posters for classrooms.

Is GameMaker Professional available for commercial use?

Yes, GameMaker Professional is available for commercial use at the GameMaker website, through a one-time purchase of $99. GameMaker Professional doesn’t include console support, so developers wanting to export to major consoles like Xbox, PlayStation, and Switch varieties must pay for GameMaker’s Enterprise tier subscription, at $79.99 per month or $799.99 per year.

Gunpoint targeted only PC platforms, sticking to GameMaker Professional

What are the system requirements for GameMaker?

The system requirements for GameMaker, both minimum and recommended, are in the table below.

  Minimum Recommended
OS 64-bit Windows 10/1164-bit macOS Big Sur 64-bit Windows 10/1164-bit macOS Monterey
CPU Dual-Core Quad-Core
RAM 2GB 8GB
GPU Integrated, OpenGL 4-compliant Dedicated graphics card
Storage HDD, 3+GB available space SSD, 3+GB available space
Internet Connection Once a month minimum Once a month minimum

Using GameMaker’s recommended system requirements is advisable rather than relying on the minimum specs to run. The actual requirements of a machine running GameMaker will vary depending on the game being developed, how well it’s optimized, and other runtime and development factors. GameMaker’s system requirements are low, however, compared with those of its major competitors.

Examples of factors that affect GameMaker’s system requirements are listed below.

  • Intensive graphics affect even 2D games’ performance, such as using complex shaders.
  • YYC vs VM builds affect system performance. The YYC compiles games for better runtime performance. The VM interpreter makes test iterations fast and easy, but reduces performance.
  • Multiple simultaneous objects affect performance, particularly if using complex AI or physics.
  • Unoptimized code slows performance, such as multiple instances running calculations per frame.

GameMaker’s system requirements are far lower than competitors like Unity and Unreal, and are closer to Godot’s. Unity and Unreal’s requirements and dependencies include tens of GB, significantly more RAM (8GB minimum, 16-32+GB recommended), and higher system capabilities overall. While Godot is similarly lightweight to GameMaker, the Godot editor does have a higher memory usage of 4GB RAM at minimum, compared with GameMaker’s 2GB. GameMaker’s lower requirements are largely due to having fewer features – in particular, minimal 3D support – compared with the other engines.

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        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan