{"id":34864,"date":"2026-02-19T11:44:20","date_gmt":"2026-02-19T09:44:20","guid":{"rendered":"https:\/\/antidote.gg\/?post_type=case-study&#038;p=34864"},"modified":"2026-02-19T16:24:31","modified_gmt":"2026-02-19T14:24:31","slug":"validating-audiomechs-onboarding-and-core-mechanics-through-remote-playtesting","status":"publish","type":"case-study","link":"https:\/\/antidote.gg\/zh-hans\/case-study\/validating-audiomechs-onboarding-and-core-mechanics-through-remote-playtesting\/","title":{"rendered":"Validating AUDIOMECH\u2019s Onboarding and Core Mechanics Through Remote Playtesting"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-post\" data-elementor-id=\"34864\" class=\"elementor elementor-34864\" data-elementor-post-type=\"case-study\">\n\t\t\t\t\t\t<section class=\"elementor-section elementor-top-section elementor-element elementor-element-6a1733c elementor-section-boxed elementor-section-height-default elementor-section-height-default\" data-id=\"6a1733c\" data-element_type=\"section\" data-e-type=\"section\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-default\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-100 elementor-top-column elementor-element elementor-element-3f0dd79\" data-id=\"3f0dd79\" data-element_type=\"column\" data-e-type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-3d6aab7 elementor-widget elementor-widget-heading\" data-id=\"3d6aab7\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\"><br>About Dylan Fitterer and AUDIOMECH\n <br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-adeb2fc elementor-widget elementor-widget-video\" data-id=\"adeb2fc\" data-element_type=\"widget\" data-e-type=\"widget\" data-settings=\"{&quot;youtube_url&quot;:&quot;https:\\\/\\\/www.youtube.com\\\/watch?v=yZkyyvLZfao&quot;,&quot;autoplay&quot;:&quot;yes&quot;,&quot;video_type&quot;:&quot;youtube&quot;,&quot;controls&quot;:&quot;yes&quot;}\" data-widget_type=\"video.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t<div class=\"elementor-wrapper elementor-open-inline\">\n\t\t\t<div class=\"elementor-video\"><\/div>\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-5101d40 elementor-widget elementor-widget-text-editor\" data-id=\"5101d40\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p>AUDIOMECH is the upcoming title from Dylan Fitterer, an indie developer best known for the Audiosurf series. Dylan has been releasing commercial indie games since 2008, starting with Audiosurf and later shipping Audiosurf Tilt, Audiosurf 2 and Audioshield.<\/p><p>Music has always been central to his work and AUDIOMECH continues that legacy. The game\u2019s core idea revolves around syncing gameplay with players\u2019 own background music apps, turning personal music libraries into part of the game experience. <\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-cc9a1e7 elementor-widget elementor-widget-heading\" data-id=\"cc9a1e7\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\"><br>Founder Story <br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-d2aba18 elementor-widget elementor-widget-image\" data-id=\"d2aba18\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"949\" height=\"665\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/TuneRacer2.jpg\" class=\"attachment-2048x2048 size-2048x2048 wp-image-34870\" alt=\"true racer\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/TuneRacer2.jpg 949w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/TuneRacer2-300x210.jpg 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/TuneRacer2-768x538.jpg 768w\" sizes=\"(max-width: 949px) 100vw, 949px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-a0b1594 elementor-widget elementor-widget-text-editor\" data-id=\"a0b1594\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p>We asked Dylan about his journey into game development and what first motivated him to start making games. This is how he described it:<\/p><p>\u00a0<\/p><p><em><strong><span style=\"color: #808080;\">\u201cI started making indie games in 2001, before Steam existed, so that was a pretty wild direction to take. Aiming too big was my problem for quite a while, but BestGameEver.com was the solution. It was a website I launched to remind myself to stop trying to make the \u201cbest game ever\u201d and instead focus on finishing. The site promised a \u201cfree game every Friday\u201d and I kept that up for 6 months.<\/span><\/strong><\/em><\/p><p><em><strong><span style=\"color: #808080;\">It eventually felt like time to make something bigger &#8211; something that could sell. I picked my favorite weekly game, Tune Racer, and decided to spend a few months getting it ready for a commercial release.<\/span><\/strong><\/em><\/p><p><em><strong><span style=\"color: #808080;\">Months became years (and years), but Tune Racer finally emerged as Audiosurf. It was my first big game, and it was finally ready to start sharing in 2007. It got a lot of attention at IGF that year &#8211; and that&#8217;s when Valve reached out.\u201d<\/span><\/strong><\/em><\/p><p>\u00a0<\/p><p>It\u2019s a beautiful story that serves as a reminder that games aren\u2019t always born fully formed. They\u2019re built through persistence, iteration and a willingness to keep shipping, learning and refining. Even when the path isn\u2019t obvious.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-902bf30 elementor-widget elementor-widget-heading\" data-id=\"902bf30\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\"><br>Challenge <br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-2ebc7c3 elementor-widget elementor-widget-image\" data-id=\"2ebc7c3\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img decoding=\"async\" width=\"1200\" height=\"628\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q1.png\" class=\"attachment-2048x2048 size-2048x2048 wp-image-34873\" alt=\"\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q1.png 1200w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q1-300x157.png 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q1-1024x536.png 1024w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q1-768x402.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-6ec8d9f elementor-widget elementor-widget-text-editor\" data-id=\"6ec8d9f\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p><br \/>Playtesting had always been part of Dylan\u2019s process. Early Audiosurf builds were tested entirely in person, first with friends, then with testers from the local community. Those sessions were incredibly valuable, but they were also time-consuming and hard to scale.<\/p><p>As AUDIOMECH\u2019s alpha matured, Dylan wanted to move beyond in-person testing and try remote playtests. The game\u2019s defining feature, synchronization with background music apps, meant it needed to be tested in players\u2019 real environments, using their own setups, devices and habits.<\/p><p>Early attempts at online testing worked well, but they came with friction. Finding testers took time and running playtests through general video conferencing tools made the process difficult.<\/p><p>What Dylan needed was a way to test more often, with less logistics, while still retaining the richness of live playtesting.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-25b4dae elementor-widget elementor-widget-heading\" data-id=\"25b4dae\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Solution <br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-9f9b1fc elementor-widget elementor-widget-image\" data-id=\"9f9b1fc\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img decoding=\"async\" width=\"1200\" height=\"628\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q3.png\" class=\"attachment-2048x2048 size-2048x2048 wp-image-34876\" alt=\"\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q3.png 1200w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q3-300x157.png 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q3-1024x536.png 1024w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q3-768x402.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-7599517 elementor-widget elementor-widget-text-editor\" data-id=\"7599517\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p>That\u2019s when Dylan turned to Antidote.<\/p><p><a href=\"https:\/\/antidote.gg\/platform-features\/\">Using the platform<\/a>, he was able to run frequent remote playtests without the usual pain of dealing with logistical issues. Tests could be set up quickly and players from Antidote\u2019s community were ready to jump into early AUDIOMECH builds.<\/p><p>Over time, Dylan ran around 10 rounds of online playtesting, with roughly 5 players per round, all recruited through Antidote\u2019s community. This complemented the earlier in-house sessions and allowed for far more iteration.<\/p><p>Two platform features stood out in particular:<\/p><ul><li><a href=\"https:\/\/antidote.gg\/platform-features\/face-gameplay-recording\/\">Video recordings<\/a><\/li><li><a href=\"https:\/\/antidote.gg\/platform-features\/think-aloud-comments-transcripts\/\">Think-aloud commentary<\/a><\/li><li><u>System audio recording<\/u><\/li><\/ul><p>\u00a0<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-0e8a21d elementor-widget elementor-widget-image\" data-id=\"0e8a21d\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img loading=\"lazy\" decoding=\"async\" width=\"1755\" height=\"1245\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform.png\" class=\"attachment-2048x2048 size-2048x2048 wp-image-34899\" alt=\"antidote platform\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform.png 1755w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform-300x213.png 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform-1024x726.png 1024w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform-768x545.png 768w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/antidote-platform-1536x1090.png 1536w\" sizes=\"(max-width: 1755px) 100vw, 1755px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-0ebf0b0 elementor-widget elementor-widget-text-editor\" data-id=\"0ebf0b0\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p><strong>Figure 1.<\/strong> <em>One of the remote playtests was completed on our Antidote platform. In here, you can see data collection features like face &amp; gameplay recordings, transcript and emotion detection. (sensitive data like the player&#8217;s face and username are blurred for confidential reasons)\u00a0<\/em><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-4537e20 elementor-widget elementor-widget-text-editor\" data-id=\"4537e20\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p><span style=\"font-size: 16px;\">System audio recording was especially critical for AUDIOMECH. The feature captures what players hear through their headphones or speakers during the session.<\/span><\/p><p>For a music-driven game that adapts gameplay to the player\u2019s own tracks, this context is essential. Without knowing what song was playing, how loud it was or how the game responded to it, analyzing the session would be incomplete.<\/p><p>Together, these made remote sessions feel much closer to live, in-person playtests. Dylan could see confusion, hesitation and \u201caha\u201d moments as they happened, especially during the game\u2019s critical first 10 minutes.<\/p><p>As he put it:\u00a0<\/p><p><strong><em><span style=\"font-size: 16px; color: #808080;\">\u201cIt\u2019s so nice to just click a few buttons and have playtests run while I sleep.\u201d<\/span><\/em><\/strong><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-26e5c7f elementor-widget elementor-widget-heading\" data-id=\"26e5c7f\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Result <br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-dd8c73c elementor-widget elementor-widget-image\" data-id=\"dd8c73c\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"628\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q2-.png\" class=\"attachment-full size-full wp-image-34879\" alt=\"\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q2-.png 1200w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q2--300x157.png 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q2--1024x536.png 1024w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Q2--768x402.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-83967e6 elementor-widget elementor-widget-text-editor\" data-id=\"83967e6\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p>The impact on AUDIOMECH was &#8220;transformative\u201d.<\/p><p>Playtesting allowed Dylan to fine-tune the game\u2019s onboarding and messaging, helping decide what to cut, what to reiterate and what players needed to understand earlier. Beyond general tuning, three major insights stood out:<\/p><ul><li>First, players who used their own music from the very beginning learned the game faster and enjoyed it more. That discovery reshaped the onboarding flow, making choosing personal music the default \u201cgolden path\u201d experience.<\/li><\/ul><p>\u00a0<\/p><ul><li>Second, remote testing exposed technical issues tied to music genres and volume levels, problems that never showed up on dev machines. Fixing these was essential for the game to work reliably in real-world conditions.<\/li><\/ul><p>\u00a0<\/p><ul><li>Third (and critical), playtesting revealed a major flaw in the game\u2019s most exciting feature, Audio Surge. Originally, musical \u201cbig moments\u201d made the game harder, often killing players right as the song peaked. Watching testers struggle (and sometimes die mid-chorus) made it obvious this was anti-climactic.<\/li><\/ul><p>\u00a0<\/p><p>A few iterations later, the solution was clear. During surges, players become invincible. The feature finally delivered on its promise and made the overall experience more enjoyable.<\/p><p>These insights wouldn\u2019t have surfaced without watching players physically experience the game for the first time.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-3b017b4 elementor-widget elementor-widget-heading\" data-id=\"3b017b4\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\"><br>Why Dylan Fitterer Recommends Antidote<br>\n<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-06b8675 elementor-widget elementor-widget-image\" data-id=\"06b8675\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"628\" src=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Audiomech-qoute.png\" class=\"attachment-full size-full wp-image-34882\" alt=\"\" srcset=\"https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Audiomech-qoute.png 1200w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Audiomech-qoute-300x157.png 300w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Audiomech-qoute-1024x536.png 1024w, https:\/\/antidote.gg\/wp-content\/uploads\/2026\/02\/Audiomech-qoute-768x402.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-740b555 elementor-widget elementor-widget-text-editor\" data-id=\"740b555\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>\u00a0<\/p><p>Reflecting on the experience, Dylan emphasized how powerful it was to quickly see real players struggle through early ideas and how necessary that discomfort is.<\/p><p>Working with Antidote made it possible to:<\/p><ul><li>Run frequent remote playtests without handling recruitment or logistics<\/li><li>Watch real first-time reactions through video and think-aloud feedback<\/li><li>Validate onboarding, setup, and core mechanics in players\u2019 own environments<\/li><li>Iterate confidently, round after round<\/li><\/ul><p>\u00a0<\/p><p>As Dylan puts it: \u201cyou watch the sessions, cry a little, collect yourself and make the next version better.\u201d<\/p><p>That loop, repeated often enough, is how AUDIOMECH found its footing.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/section>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>Learn how Antidote&#8217;s stress testing improved Solium Infernum&#8217;s performance and our role in coordinating the playtest!<\/p>\n","protected":false},"author":26,"featured_media":34865,"template":"","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[552,555,551],"tags":[603,604],"class_list":["post-34864","case-study","type-case-study","status-publish","has-post-thumbnail","hentry","category-concept-validation","category-first-time-user-experience-ftue","category-player-recruitment-coordination","tag-audiomech","tag-platform"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Validating AUDIOMECH\u2019s Onboarding and Core Mechanics Through Remote Playtesting<\/title>\n<meta name=\"description\" content=\"Discover how the AUDIOMECH refined its onboarding, audio mechanics and core gameplay through remote playtesting with Antidote.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, 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