3 Things Publishers Look for When Funding Games (That Most Studios Miss)

Getting funding for your game is tough right now. Publishers and investors are more selective than ever and the competition is fierce. I spend a lot of time talking to game publishers and I’ve noticed some clear patterns in what makes studios stand out. While there’s no magic formula that guarantees funding, I’ve seen three […]
How to Set Up a Remote Playtest in Under 10 Minutes

Β How hard is it to set up a remote playtest? After working with hundreds of game studios, we’ve seen the same answer over and over. Teams were spending days or even weeks handling the logistics of playtesting. Distribution, recruitment, communicationβ¦ it all added up and slowed them down when they just wanted feedback to […]
Playtesting Doesn’t Improve Your Game. Acting on Feedback Does

Β I’ve seen this pattern too many times.Β A studio runs a playtest, gets feedback from players and then… nothing changes. The same issues that players flagged show up in the next build and eventually, at launch. It’s like asking for directions and then choosing to drive the other way. After 10+ years in this […]
Choosing Between Moderated and Unmoderated Testing

One of the biggest debates in User Research is whether you should run moderated or unmoderated playtests. Well, both approaches have their place, but the ultimate choice depends on what you’re trying to learn. In this article, I’ll walk you through when each approach works best and help you decide which method serves your research […]
Why Remote Playtesting Should Be in Your User Research Toolkit

I was talking to a UX researcher recently who said: “We’ve always done our playtesting in the lab. It’s just how we’ve always done it.”Β That phrase made me pause because limiting yourself to only one research method can seriously restrict what you learn about your players. Your players aren’t going to experience your game […]
Where to Find Playtesters for Your Research Study

“Where can I find playtesters for my research study?” I get this question at least three times a week and honestly, I understand the frustration behind it. You’ve poured months into developing your game, you know you need player feedback, but suddenly you’re staring at the daunting task of finding the right people to test […]
Why Building Your Game Community Early Is Everything

If you’re waiting until launch to build a player community, you’re already behind. I know that might sound harsh, but by the time your game launches, it’s too late. You’re playing catch-up, rushing to find people interested in your game while competing with thousands of other releases for attention. This is something I see all […]
What’s the ROI of Playtesting

Β Here’s a question for you:Β How do you measure the ROI of preventing a disaster before it happens? I ask this because even today, many game devs treat playtesting and user research as an afterthought or skip it altogether. If you’re a researcher reading this, you know exactly what I’m talking about. You’ve probably […]
The Best Testing Feedback Comes from Players in Pajamas

I want to quickly describe two playtesting scenarios for you: Option 1: You’re settling into your favorite gaming chair, controller in hand, snacks within reach. You spent months perfecting your setup and tweaking it to your liking. The lighting is just right, your monitor is at the perfect angle and you’re wearing those comfortable pajamas […]
Why βToo Much Feedback” Actually Means You’re Testing Too Late

Β “We’re getting way too much feedback from players”. I’ve heard this phrase more times than I’d like to admit during my years in the gaming industry. And every single time, it makes me flinch a little because this statement is usually a red flag that something went wrong much earlier in the development process. […]