~/talk

"Is this fun?": Practical tactics to integrate player insight throughout development

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slides:none on file

Argues that testing must be specific and early: define target players, write hypotheses for each risky decision, and sync tests to pre-production vertical slices so fixes are cheap. Recommends live observation plus short interviews, analytics and unmoderated tools like Playtest Cloud or Antidote, and avoiding noisy sources like Steam Playtest/Discord alone. Claims you find most major usability failures with five to six players and should iterate small tests rather than one big late milestone study.

AI-written summary · about

  1. 0:00Games user research intro
  2. 2:17Game dev risks and playtesting
  3. 5:50Playtesting red flags
  4. 8:35De-risking development
  5. 10:22What and when to playtest
  6. 17:47Playtesting challenges
  7. 18:28Finding right playtesters
  8. 25:45Playtest timing to avoid rework
  9. 32:24Choosing playtest methods
  10. 39:04Analyzing playtest data
  11. 43:57Q&A: Playtesters on a budget
  12. 46:04Q&A: Key playtest stages
  13. 47:29Q&A: Handling playtest data
  14. 49:55Q&A: When to playtest
  15. 51:02Closing remarks
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