~/talk

Games ≠ Subjective: How to craft engaging experiences by knowing your players

Talkat GCAP 2020 · 2020-10-05..10-07· [game-development, ux-and-product-design]
links:none on file
slides:none on file

A practical method for building player personas that ties motivations to concrete design choices and testing steps using surveys, workshops, interviews and analytics, with outputs turned into user stories and experience goals. Quantic Foundry data from 450,000 gamers distills 12 motivations into six clusters used to pick features that align with player aims. Examples include combat tuning in Batman Arkham for mastery, Hitman maps for divergent playstyles, and narrative stakes in Telltale. Aim for 2–3 personas and use HubSpot, workshops, interviews to avoid generic features and catch misaligned work early.

AI-written summary · about

  1. 0:00Start
  2. 3:19WHAT IS A PERSON?
  3. 16:56MOTIVATIONS
  4. 23:16ARKHAM CITY
  5. 25:14ABSOLUTION
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.