Project Background

This project was created as part of the Games and Playable Media MS program at UC Santa Cruz. I worked with a team of 4 other multidiciplinary devs for 10 months to bring this project to life.

My Contributions

As my team’s UX Researcher most of my responsibilities were research and playtest oriented. These included:

  • Organizing and executing weekly playtests

  • Logging notable play tester behaviors (notable struggles, moments of enjoyment, and general comments) via a spreadsheet

  • Organizing recorded data for readability

  • Discovering common pain points and moments of triumph among recorded data

  • Presenting my findings at the start of each weekly sprint

  • Divising the best actions to take for the current week to maximize player enjoyment

My Impact & What I learned

My Impact

My findings directly influenced what the team prioritized on a weekly basis, as my research gave concrete data for how players were reacting to our new systems. My suggested changes and guidance helped us focus on improving player satisfaction.

​Additionally, my research and insights resulted in a 20% increase in player enjoyment of our game over the course of production. 

What I learned: 

  • How to prepare for and adapt to sudden project cancellations 

  • The importance of resilience and flexibility when dealing with sudden project changes

  • ​How to spot inefficiencies in playtest structure

  • Strategies for iterating on playtest structures & methods without sacrificing data quality

Samples of my work conducted on this project, along with links to full documents are included in the following sections

Data Collection & Analysis

Playtest Data Collection and Analysis

After every weekly playtest I sorted my findings into a google sheet to share with the team. As part of this, I:

  • Sorted all playback feedback into 4 areas: Praise, Friction, Interesting Suggestions, and Unique Behaviors.

  • Seperated prioritizing key data in its own sheet and archiving irrelevant feedback

  • Color coded the 4 types of responses for visual clarity and readability

  • Turned pain points and frustrations into actionable production decisions for the following week

  • Shared all notable findings and suggestions at our weekly stand up meeting

A sample of our core playtest spreadsheet along with a link to the full sheet are included here.

At our weekly stand ups I made sure to center most of my post playtest result briefing on praise, as I know it’s a great motivator for teams. Even wehn we had negative sessions I made sure to highlight what praise we recieved, no matter how small, so that we could enter the next week motivated and encouraged.

Spreadsheet Color Key

Core Spreadsheet - Samples

Playtest Planning & Organization

The brief and debrief script

Due to the quick turnaround time and fast pace of our Masters Program I was conducting 2-4 playtests a week to assess the state and enjoyment of our game. To accurately gather enough useful data for production, I did the following:

  • Met with the team lead to clarify our week’s research goals

  • Edited the briefing script to match our weekly goals

  • Created a reuseable, moddable template for post test survey questions that could be adjusted for our weekly research goals

Eventually we stopped utilizing the recruitment form due to securing a regular bathch of testers. Additionally, the post test survey was eventually dropped to focus on interview quesiton and test footage analysis.

A copy of a mid production playtest script is displayed in this section.

Glowing Garden Playtest Script