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Playtesting: Avoiding Evil Data

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In this GDC 2017 session, indie developer Adriaan de Jongh looks back at the evil data he gathered in 6 years of playtesting 8 games, sharing his ways to avoid useless or confusing data, and sharing how he now organizes effective playtests sessions with minimal effort. If you see playtesting as necessary evil, this talk is for you. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

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