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Project Work Playtesting + Postmortem
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Plan for today Lecture + discussion Groups status report New Features /Changes in game engine LUNCH BREAK Group work
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Project Work the out of control project
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Playtesting is key Imagine a game that works perfectly, but nobody wants to play.
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finding the right testers GOOD TESTERS: development team member, traditional playtester (alpha), first- impression tester (kleenex), other game designers. BAD TESTERS: your boss, marketing, family, idiots, wannabe designers, extreme hard core fans. A surprisingly small number of people will be able to explain why something is wrong.
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testing WHEN (early best by experts, alpha) HOW (watch people play, don’t coach, interview afterwards, listen to reports, how many people complain of the same?) Biggest danger: your game is too hard
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“Usability testing encompasses a range of methods for identifying how users actually interact with a prototype or a complete site. In a typical approach, users — one at a time or two working together — use the Web site to perform tasks, while one or more people watch, listen, and take notes.” (Usability.gov) usability testing
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things you want to know: -Do users complete a task successfully? -If so, how fast do they do each task? -Is that fast enough to satisfy them? -What paths do they take in trying? -Do those paths seem efficient enough to them? -Where do they stumble?— What problems do they have?— Where do they get confused? -What objects or behaviours are they looking for that are not now on the game? usability II
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-Plan scope, issues, participants, location, budget -Develop scenarios (relevant tasks for users to try) -Recruit test participants -Conduct usability testing (at least two of you to observe and take notes, let people express themselves) -Make good use of the test results (fix problems! learn for next time!) Performance oriented usability tests
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Postmortem
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what is a postmortem? autopsy record of process (project diary) analysis of the team dynamics a reflection upon what went wrong + what went right on all fronts the point is to learn from the mistakes + sucesses
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areas to cover CONCEPT (climate, accessibility) DEVELOPMENT (software planning, coding, testing) BUSINESS ASPECTS PROJECT WORK (timeline, team assignments, group dynamics)
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