Playtesting

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What is Playtesting?

Playtesting is the practice of observing real players interact with your game to identify usability problems, engagement issues, and unexpected behaviors. Consider a game that feels perfectly balanced to its developers, with tight controls, a satisfying difficulty curve, and levels that flow naturally. Then real players sit down with it, and something unexpected happens: they miss the jump everyone assumed was obvious, they skip the mechanic the team spent weeks on, and they quit at the wrong moment.

Playtesting catches what internal testing can't. It shows you where players get confused, where they disengage, and where the experience breaks down in ways internal testing never could. That insight is what lets you iterate before those problems reach your audience.

In this video, Celia Hodent, PhD, Game UX Strategist and Author of the best-selling book The Gamer's Brain, explains how playtesting reveals the gap between your design intentions and player reality.

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Transcript

You can model how players will think, predict where they'll struggle, and reason through your own design for hours, but none of that replaces what you learn by watching a real person play your game for 20 minutes. What feels obvious to you after months of development is invisible to someone who’s never touched it. Players bring different mental models, different expectations, and different ways of reading your visual language and mechanics. Perception is subjective, and you can never guarantee that what you intend to offer is what players actually experience unless you test.

Playtesting replaces assumptions with evidence, and every stage of development surfaces something different. Early prototypes catch fundamental problems while they're still cheap to fix. Later tests surface the subtler issues that only emerge once the game feels real. But across all stages, playtesting consistently reveals three categories of insight that no other method can reach.

Identify Usability Problems Before They Cost Players

When someone gets lost, can't find the jump button, or misunderstands what a power-up does, the fix belongs to the design, not the player. Every one of those moments is a chance to guide, clarify, and remove the friction standing between the player and your game.

© Interaction Design Foundation, CC BY-SA 4.0

A single "Get All" button removes friction players shouldn't have to feel in the first place. Small friction points like this are exactly what playtesting is designed to catch.

Players who feel challenged come back, but players who feel confused quit. The difference often comes down to small things, like a reward screen that makes you tap 30 times to claim 30 items instead of offering a single "get all" button, a menu that doesn't confirm whether your settings actually saved, or a tutorial that explains the wrong thing at the wrong moment. None of these feel like big design decisions, but to a player they add up fast. That line between "hard but fair" and "needlessly frustrating" is a communication problem, and the only way to know which side of that line your design sits on is to watch someone who isn't you try to play it.

Catch Engagement Issues That Silently Erode Retention

It’s very possible that players understand a game, but still not want to keep playing. Usability and engagement are different sides of the same coin, and a game that solves one without the other loses players just as surely. A tutorial might be perfectly clear but dull. A core loop might work smoothly but feel pointless after 20 minutes.

© Supergiant Games. Fair use. Modified by Interaction Design Foundation.

Unlike most games where death causes a reset, death in Hades is the point of game. Whether players actually understand that difference is something only a playtest can confirm.

In Hades, when you die, you return to the same room, with the same characters, and a world that remembers what just happened. The emotional impact comes from repeating the same loop and seeing the world respond to your progress. But the game team couldn’t know in advance which moments would actually land, which characters players would connect with, or where the pacing would start to drag. They only discovered that when they watched real players go through the loop again and again to see where the experience felt meaningful, and where it fell flat.

Discover What Makes a Game Special

Sometimes players engage with a game in ways you never anticipated, finding strategies, exploits, and solutions you couldn't have scripted.

CC BY El Blargho. Modified by Interaction Design Foundation.

In Spelunky HD, the shopkeeper was designed to be dangerous. What players discovered they could do with that danger was never in the plan, but it became something worth keeping.

The shopkeeper in Spelunky HD hunts you with a shotgun for the rest of the run the moment you provoke it, but players found that its indiscriminate fire could wipe out enemies, trigger chain reactions, and turn a catastrophic mistake into an accidental survival story. That discovery didn't come from the design plan. It came from people actually playing the game, and it pointed directly to the systems worth building on.

How to Run a Playtest That Uncovers Real Insights

When you get playtesting right, every session becomes a window into how your game is actually experienced.

Your playtesters should match your intended audience, not whoever's nearby, and you need both ends of the experience spectrum:

  • New players surface onboarding problems.

  • Experienced players surface depth problems.

The first time you watch someone play something you built, it can feel uncomfortable. You'll want to help. You'll want to point at the screen and say "no, tap that button" or "the health bar is right there." That instinct is natural, and resisting it is one of the most important things you can do.

Stay silent during sessions and let players lead. Your game won't have you sitting beside every player when they play at home, so what you need to see is the unfiltered experience: how someone navigates your design with nothing but what the game itself provides. That unfiltered view is where all the value lives.

Pay attention to where players look when a new screen appears. Notice when they hesitate, because that pause is a signal that your visual language left room for doubt. Watch what they try before they find the right answer, because those early attempts reveal the mental model your design taught them, and it might not be the one you intended. Every one of these moments is your design talking back to you through someone else's eyes.

When the session ends, ask questions that invite stories rather than confirm what you already believe. "Tell me about that encounter with the three enemies" will surface richer insight than any rating scale. And when a player says "I want a map," hear what's underneath: they felt lost. Your job is to figure out what each reaction reveals about your design, not to collect a list of feature requests. Players are excellent at showing you where something broke. The right solution is yours to find.

From Observations to Decisions: What Comes After Playtesting

The single most important thing you can do with playtest data is separate symptoms from causes. Players might say your game is too hard, but your observation notes show they never used the shield mechanic because your tutorial skipped it. The problem isn't difficulty. It's onboarding. Surface feedback almost always points somewhere else, and the designer who traces it back to the root cause fixes things once rather than chasing the same problem in different forms.

Beyond root causes, look for patterns rather than individual opinions. One player who bounces off your tutorial might just have different tastes. Five players who struggle at the same moment? That's a UX design problem. Prioritize by impact and frequency: a tutorial that blocks 80% of players from reaching your core loop needs immediate attention before you optimize for edge cases.

Playtesting is a cycle, not a one-time event. Make your changes, test again, and keep refining. Each pass brings your game closer to something that works without you in the room.

References and Where to Learn More

Want more? If you haven't already, sign up for Game UX Design: The Ultimate Guide to learn directly from Celia Hodent, PhD, former Fortnite UX Director, and author of the best-seller The Gamer's Brain.

Read The Gamer's Brain by Celia Hodent.

Watch the How to Design for the Human Mind: Cognitive Science for UX Master Class by Celia Hodent.

Watch the How to Become a Games User Researcher Master Class by Steve Bromley, Games Researcher and Author.

Watch the AI for Game UX: Speed Up Research, Ideas, and Prototypes Master Class by Om Tandon, UX Design Leader at Nordeus (Zynga/Take-Two).

Watch the Level Up Your Career: How to Land a Job in the Game Industry Master Class with Om Tandon, UX Design Leader at Nordeus (Zynga/Take-Two).

Need a systematic approach to gathering player feedback? Take our course, Personas and User Research: Design Products and Services People Need and Want, where you'll learn to research, validate, and apply user insights that transform assumptions into evidence-based design decisions.

Questions About Playtesting?
We've Got Answers!

What's the main purpose of playtesting in game UX?

Playtesting reveals the gap between your design intentions and what players actually experience. You watch real people interact with your game to discover usability problems, engagement issues, and unexpected player behaviors. This gives you actionable insights to improve your game before launch, when fixes are still affordable and feasible. Master this skill, and you'll create games people genuinely love to play.

In this video, Celia Hodent, PhD, explains what game UX is and why it matters.

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Transcript

When should I start playtesting my game?

Start playtesting as early as possible, even with paper prototypes or rough gray-boxed levels. Early tests catch fundamental problems before you invest months in polish. Test at every development stage: Concept testing validates your core ideas, early prototypes show if your mechanics actually work, mid-development sessions refine your systems, and late-stage testing catches remaining usability issues. This approach saves you time and creates better games.

How many playtesters do I need for playtesting?

You need enough playtesters to spot patterns instead of outliers. One player's experience might be unique, but three players hitting the same problem is a pattern worth fixing. Start with five to eight playtesters per session, and run multiple sessions throughout development to gather meaningful data. Quality matters more than quantity.

Should I playtest with friends and family?

Don't rely solely on friends and family for playtesting. People who care about you will soften negative feedback to protect your feelings. They'll also tolerate problems that regular players would immediately abandon. You need honest, detached observations from people who have no social obligation to be nice. However, friends and family can work for very early concept validation before you need harder data.

How do I know if player feedback is an outlier or a real problem?

Look for patterns in your playtest data. One player's struggle might reflect personal preferences or experience level. Three or more players experiencing the same issue? That representsa pattern worth addressing. Aggregate your observations across multiple sessions to separate individual quirks from systematic problems that demand fixes.

Should I help players when they struggle during a playtest?

No, stay silent during observation. This feels difficult, but it's essential. When players struggle, you'll want to help, explain, or defend your design choices. Resist completely. If players can't figure something out without you there, that's precisely what you need to know. Your commentary teaches players to ask for help rather than revealing how your game communicates on its own. Take notes, let them struggle, and discuss it afterward.

What questions should I ask playtesters after they've played?

Ask open-ended questions about specific moments instead of leading questions or rating scales. Replace "Did you like the combat system?" with "What did you think about combat?" or "Tell me about that encounter with the three enemies." Focus on experiences: "What was going through your mind when..." gives you far more useful insights than "On a scale of 1-10..." Real stories reveal real problems.

How can I tell the difference between what players say and what they actually need?

Watch behavior, not just opinions. What players claim they want and what actually engages them often differ completely. Watch where they look, when they hesitate, and what they try first. Record their natural reactions. Players might say they want more challenge while their behavior shows they're already frustrated. Behavior is your data, while opinions provide context.

What are some recent or highly cited scientific articles about playtesting?

Denisova, A., Bromley, S., Mirza-Babaei, P., & Mekler, E. D. (2024). Towards democratisation of games user research: Exploring playtesting challenges of indie video game developers.Proceedings of the ACM on Human-Computer Interaction, 8, Article 343.

This is one of the most recent and relevant papers on playtesting. It examines how indie developers actually conduct playtesting in practice and highlights real-world constraints like limited resources, difficulty recruiting participants, and handling data. It’s especially useful because it connects academic GUR methods with industry realities, showing how playtesting can be adapted rather than idealized.

Mirza-Babaei, P., Stahlke, S., Wallner, G., & Nova, A. (2020). A postmortem on playtesting: Exploring the impact of playtesting on the critical reception of video games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems.

This paper is widely cited in Games User Research. It investigates whether playtesting actually improves game outcomes by comparing playtest findings with post-launch reviews. It’svaluable because it moves beyond “playtesting is good” and tries to quantify its impact on player experience and reception—something many studios struggle to justify.

Drachen, A., Mirza-Babaei, P., & Nacke, L. (Eds.). (2018). Games User Research. Oxford University Press.

This is widely considered the definitive handbook on playtesting. It brings together dozens of industry experts (from companies like EA, Ubisoft, and Sony) and covers everything from lab-based playtests to telemetry and reporting. It’s especially valuable because it provides a complete, end-to-end view of how playtesting fits into development pipelines.

Hodent, C. (2017). The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design.

While not exclusively about playtesting, this is one of the most respected books in game UX. It helps you understand what you should be testing for: attention, memory, perception, and motivation. Many playtesting practices make more sense when grounded in these cognitive principles.

Earn a Gift, Answer a Short Quiz!

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Question 2
Question 3
Get Your Gift

Question 1

Which type of issues does playtesting reveal when players understand how to use your game but find it boring?

1 point towards your gift

  • Engagement issues
  • Technical issues
  • Usability issues

Question 2

A player tells you your game is too hard. Your observation notes show they never used the shield mechanic because your tutorial skipped it. What should you fix first?

1 point towards your gift

  • Both equally, since difficulty and onboarding are the same problem.
  • Reduce the overall difficulty of the game.
  • The onboarding, because the surface complaint points to a deeper cause.

Question 3

You're running a playtest and a player gets stuck. What should you do?

1 point towards your gift

  • End the session early since the player clearly isn't your target audience.
  • Step in and explain how the mechanic works so they can continue.
  • Stay silent, take notes, and discuss it in the debrief.

Learn More About Playtesting

Make learning as easy as watching Netflix: Learn more about Playtesting by taking the online IxDF Course Game UX Design: The Ultimate Guide.

Why? Because design skills make you valuable. In any job. Any industry.

Transcript

In This Course, You'll:

  • Get excited to turn your passion for games into a thriving career. Go from player to creator as you become a game UX designer or level up your UX design skills and become a better designer for any product or service. Learn directly from the very top of the game UX industry. Former Fortnite UX Director and author of the best-selling book “The Gamer's Brain,” Celia Hodent, PhD, will guide you through the cognitive science behind great UX design, from Gestalt principles and cognitive load to Self-Determination Theory and flow states. You'll learn how she uses perception, attention, memory, and motivation to shape every moment of play, and how to apply them to any digital product. These skills will help you ground your design decisions in evidence and stay relevant no matter how fast tools, AI, and platforms evolve. Whether you're a gamer who wants to break into game UX or a designer who wants to strengthen your cognitive science foundation to improve how users perceive and engage with your designs, this course gives you the skills to take the next step in your career. And yes, if you love games, you'll love this course.

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  • Gain confidence and credibility as you master the skills to tell the difference between a usability problem and a frustration by design (because "which button throws the fireball?" and "I keep dying to Bowser!" are two very different UX challenges). You'll add Celia Hodent’s engageability framework to your UX design toolkit and use it to replace vague feedback like "this isn't fun" with specific, actionable design fixes your whole team can act on. You'll also learn how to navigate the game industry's career paths and go for the game UX design role that fits your strengths, whether that's at a major studio, an indie team, or a tech company with a games division. With the World Economic Forum naming UI/UX design one of the fastest-growing jobs through 2030, the skills you build in this course will help you remain a valuable professional as technology evolves.

  • Craft your personal portfolio with optional hands-on activities where you analyze a game moment layer by layer, from usability issues to motivation and flow. By the end, you'll have a complete game UX case study that shows hiring managers you can diagnose user experience problems, apply relevant frameworks, and design solutions to address the root cause. This case study will help you land your first, or next, role in UX. Player one ready?

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Master complex skills with proven best practices and toolkits directly from industry leaders. Meet your expert for this course:

Celia Hodent, PhD: Game UX Strategist, former Fortnite UX Director and Author of the best-seller "The Gamer's Brain." Celia has led UX strategy at major players in the game industry such as Ubisoft, LucasArts, and Epic Games, where she defined the UX behind some of the most played games in the world. She's the expert studios call when player experience is on the line. In this course, she hands you the same frameworks, the same science, and the same practical tools she uses to shape experiences for hundreds of millions of players.

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