Lessons Learnt in User Research for Indie Studios - Pejman Mirza-Babaei - #GamesUR London 2016

Subscribers:
2,460
Published on ● Video Link: https://www.youtube.com/watch?v=egChDRwE3q0



Duration: 43:12
240 views
3


Formal playtesting sessions are becoming more integrated into game development cycles. However, conducting these sessions is not always feasible or affordable for smaller independent game studios, as they often require specialised equipment and expertise. In this talk, I reflect on my own experiences from working with Execution Labs’ studios in playtesting their games. Using recent, real-world examples such as Pewdiepie Legend of the Brofist, I discuss the relationships, approaches, methods and equipment used to build an effective playtesting setup to help indie game developers optimize the player experience for their titles.

Pejman Mirza-Babaei
Pejman is the Director of User Research at Execution Labs (Montreal). He ensures that gameplay experiences meets designers’ intent, and he is responsible for UX research and playtesting for projects developed at the Labs. Before moving to Canada, Pejman worked in the UK at Vertical Slice and Player Research Ltd. He has been involved with the #GamesUR community since 2009, he has published more than 40 articles, co-organized workshops and courses, and is currently co-editing a book on games user research. He has contributed to more than 22 commercial games, including awards winning titles such as Pewdiepie Legend of the Brofist, Crysis 2, and Weirdwood Manor among many others. Pejman is also an Assistant Professor at UOIT (Toronto).

Videos are owned by the IGDA GURSIG Conference Committee. This content cannot be copied, re-uploaded, edited or used for any purpose beyond educational use. All footage posted with permission from the author.




Other Videos By Games User Research SIG


2017-04-10The Gamer Motivation Profile: New Findings & Analytic Techniques - #GamesUR US Conference 2017
2017-04-10Reducing biases in User Research - #GamesUR US Conference 2017
2017-04-10Panel: Breaking into GUR - #GamesUR US Conference 2017
2017-04-10How to save the forest when all the trees are on fire - #GamesUR US Conference 2017
2017-04-10Testing in VR: Practicalities and considerations - #GamesUR US Conference 2017
2017-04-10Accessibility – Your Questions Answered - #GamesUR US Conference 2017
2017-04-10Microtalks - #GamesUR US Conference 2017
2017-04-10SWaGUR – Training the Next Generation of Games User Researchers - #GamesUR US Conference 2017
2017-04-10User Research vs. Data Science - #GamesUR US Conference 2017
2016-11-15Preparing Students to be Game User Researchers - Dr. Kelly Boudreau, Brunel - #GamesUR London 2016
2016-11-15Lessons Learnt in User Research for Indie Studios - Pejman Mirza-Babaei - #GamesUR London 2016
2016-11-15Playtesting in VR: Takeaways - Laura Glibert, Ubisoft Paris - #GamesUR London 2016
2016-11-15Communicating Research To Teams and Stakeholders - Johan Dorell, EA DICE #GamesUR London 2016
2016-11-15Diary Studies To Research Long Term Behaviour - Jochen Peketz, Ubisoft Blue Byte - #GamesUR 2016
2016-11-15Careers: Forging a Career in #GamesUR - Sebastian Long, Player Research - #GamesUR 2016 London
2016-11-15A Methodological Framework for Eye-tracking - Nicolas Mathieu, Ubisoft Paris - #GamesUR London 2016
2016-11-15Designing for Gamers with Deafness - Tom Lorusso, Microsoft - #GamesUR London 2016
2016-10-10What does GUR mean? *Extra credits*
2016-10-10What does GUR mean? Asked by children
2016-10-10What does GUR mean? Asked by a CEO
2016-10-10What does GUR mean? Asked by a game designer



Tags:
games user research
playtesting
accessibility
games accessibility
eye-tracking
player insight
virtual reality
VR
biometrics
psychophysiology
working in games
gamedev
GUR
careers in games
play-testing
diary studies