Game Playtesting 101: Why Playtesting? | Lewis Pulsipher | Skillshare

Game Playtesting 101: Why Playtesting?

Lewis Pulsipher, Game designer, Teacher, Author

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5 Lessons (27m)
    • 1. Playtesting, because Games are Active, not Passive

    • 2. "Fun" testing, not bug testing

    • 3. The Process of Playtesting and Modification

    • 4. Metrics and differences between tabletop and videogame testing

    • 5. What playtesting is NOT


About This Class

This is the first of a series of courses about game playtesting.

  • Think about this, in any individual art, where someone (or occasionally several someones) creates a work, COULD be “tested” for audience acceptance before release
  • Most such works – music, sculpture, paintings, plays, novels – are not
  • This may partly be tradition
  • In some cases, it’s because it’s too difficult to change the work (sculpture, e.g.)
  • But mainly, it’s because games are activities, while the others are passive

In this brief course I discuss this, and other, reasons why we MUST playtest games in order to get a really good outcome





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Lewis Pulsipher

Game designer, Teacher, Author

Dr. Lewis Pulsipher (Wikipedia: "Lewis Pulsipher"; "Britannia (board game)"; "Archomental" ) is the designer of half a dozen commercially published boardgames. His game "Britannia" is described in an Armchair General review "as one of the great titles in the world of games." Britannia was also one of the 100 games highlighted in the book "Hobby Games: the 100 Best". He has over 17,000 classroom hours of teaching experience including teaching video game design and production, and over 20 years...

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Technology Game Design Playtesting
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