Watch the full video where Joan Costa explains how we structure UX reports at Antidote
Every playtest produces a massive amount of player data, but production teams need different levels of detail depending on their current dev phase.
In this article, we will cover two types of reports that research teams deliver, helping you determine which approach fits your upcoming milestone or sprint.
Top-Line Reports
When testing specific design tweaks during a sprint, getting rapid feedback matters far more than waiting on exhaustive documentation.
- Researchers deliver top-line findings within 48 hours after testing wraps
- These updates spotlight critical bugs alongside the top positive and negative findings across core feedback areas
- Production teams get immediate clarity on urgent blockers so they can adjust designs and keep momentum
Full UX Reports
Reaching a major milestone or evaluating complex, interconnected game systems requires a deep look across every data source.
- Researchers deliver these complete assessments in 1 to 2 weeks
- The analysis combines survey data, player session transcripts, gameplay footage and face recordings to reveal complete player behavior
- Teams discover why specific issues happen so they can address root causes with clear, evidence-based design recommendations
Which Report Should You Choose?
Running playtests works best when you scale the research depth to your current production goals. During regular sprints or monthly reviews, top-line reports surface immediate trends, spot unexpected regressions and validate quick balance updates without delaying the team.
When you hit quarterly milestones or build major releases, full UX reports evaluate how newly added mechanics, features and content interact as a whole. Targeted studies then help polish specific systems near release, like fine-tuning difficulty curves or removing friction from menus.
Presenting Useful Recommendations
Prioritizing findings effectively keeps research reports focused on what helps the game.
1) Pre-Test Alignment Keeps Focus Sharp
Before starting a test, researchers and developers establish clear goals for the build. Setting this focus filters out noise from unfinished UI or temporary audio assets so everyone focuses on core gameplay systems.
2) Clear Recommendations Support Design Teams
UX findings highlight what player behavior proves and offer logical next steps. External researchers provide clear observations while leaving final design decisions entirely in the hands of the production team.
Examples from Real Playtests
Spotting Physical Limitations in QTE Timers
During an in-person test with players aged 5 to 12, a studio noticed kids repeatedly failing quick-time events. Video recordings showed younger children placing controllers flat on the desk to mash buttons with single fingers because their hands were too small to hold the pad comfortably.
Comparing player input speeds against required prompt windows showed the team that extending prompt windows fixed the physical accessibility issue without altering game balance.
Balancing Encounter Friction Near Launch
An action title approaching launch required fine-tuning for a major boss encounter. Researchers tracked completion times, total player deaths, and post-session survey scores across test rounds to build a clear picture of fight difficulty.
Combining these metrics allowed developers to pinpoint exact phases where players felt frustrated, leading to targeted balance tweaks right before release.

