Research
Playtesting and usability testing
Playtesting watches real players meet the game for the first time and records where they get lost, bored or frustrated. It answers a different question from functional testing: not whether the game works as built, but whether it works as experienced.
What it catches
- Tutorials that fail to teach a core mechanic
- Difficulty spikes that cause players to abandon the game
- Interfaces that players cannot navigate without help
- Objectives that are unclear despite being signposted
- Accessibility barriers around colour, text size and input
How the work actually goes
A playtest is an observation session, not a focus group. You give the player the build, say as little as possible, and watch. The most valuable data is where they hesitate, what they try that does not work, and what they say aloud while confused. Asking "did you like it?" afterwards produces polite answers and almost no signal.
Observers take structured notes against predefined questions: did the player find the crafting menu unprompted, how long until they used a healing item, where did they die repeatedly. Structure is what turns a pile of anecdotes into something a designer can act on.
Accessibility review belongs here. Colour-blind safe palettes, remappable controls, subtitle size and contrast, and reduced-motion options are increasingly expected by platforms and players. Testers who can evaluate against established accessibility guidelines are in short supply.
Tools you'll meet
- Session recording and facecam
- Structured observation sheets
- Telemetry and heatmaps
- Accessibility guideline checklists