Run a playtest — Game Designer · Pretender
Mia, a fictional 10-year-old, is testing your new level at Pixel Orchard. After two minutes she's stuck at the same wall and getting annoyed. Learn what's wrong with the level, without blaming the player.
Decisions · ~4 min
Your role
You're the designer watching the playtest (in this game).
Your goal
Learn what's wrong with the level, without blaming the player.
What you know
- In a playtest, the player is never wrong: confusion is information about the design.
Limits
- Mia can stop whenever she wants.
Success looks like
- Observe — You watched and took notes instead of jumping in.
- Open questions — You asked what she expected, not whether she liked it.
- Fix the design — You changed the level, not the player.
Skills you used
- Active listening — Listening to understand, not just to reply.
- Adaptability — Changing the plan when things change.
In real life
Studios run many playtests with people who have never seen the game. Designers record where players look, hesitate and get stuck, then change the design.
Game Designer
Invent rules and levels that are fun and fair.
Explore next
- Software Developer — Build the apps and tools people use every day.
- Architect & Urban Planner — Design buildings and streets people love to live in.
- Teacher — Help others understand — and check that they did.
Keep exploring
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