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My Experience in
Game Design

Below, I’ll highlight key experiences and lessons from my role as a game designer, detailing my process and reflecting on what I’ve learned.

Playtest-Driven Design

Playtesting can be a tricky process that easily wastes time if the methodology is unrefined or overlooks flaws in data collection. My approach is inspired by Santa Monica Studio's playtesting process, which they shared during a GDC talk.

Intention: Goals for the playtest

The first stage of any playtest should begin with a clear question: Why are we doing this playtest? Is it to evaluate a specific feature, a narrative beat, the cohesion of the game loop, or the overall experience? Regardless of the goal, all playtests should follow three key principles:

  • They should validate your design decisions.

  • They should collect actionable data.

  • They should aim to improve the player’s enjoyment of the game.

 

From my experience, there are two main types of playtests:

  • Unguided Playthroughs – These assess the overall game experience, helping to evaluate balance, cohesion, progression, and general player flow.

  • Usability Tests – These are focused deep dives into specific elements, aiming to uncover issues related to particular mechanics, features, or player interactions.

Note: this playtest focused on unguided playthroughs.

In this example from a Turtle Trials playtest report, I clearly defined the purpose of the session: to refine the overall playtesting process, identify issues that hinder the player experience, and enhance the game's educational value.

Goal 3 was particularly important, as we were unable to test with our target audience (children). As a result, we needed to assess the educational impact of the game through alternative means, making this a key focus of the playtest.

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The most recent playtest report: Roman Rumble

Diagrams

Presenting designs in an intuitive and clear way is something I’ve been actively working to improve. In the past, my focus was primarily on development roles, which often required rapid prototyping over holistic design thinking. As a result, I’m now placing greater emphasis on clarity, structure, and user-centered presentation in my design work.

Documentation

While diagrams are useful, they often sacrifice important details that are valuable during development. I’ve been working to strengthen my skills in writing clear and comprehensive design documentation, whether it’s feature specs or full game design documents (GDDs). My goal is to present ideas in a well-structured, digestible format that supports both clarity and execution.

Feature Spec DOC here

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