Game Playtesting for Indie Developers
A practical two-week course for indie developers and small game studios who want to run better playtests without hiring a full-time researcher.
- Investment
- $295
- Seats
- Capped at 15
- Format
- 2 weeks · 2 live sessions · 1 private consulting hour
Dates to be announced. Join the waitlist to hear first.
Personalized Office Hour
Between sessions, each participant can schedule one hour of individual consulting.
Full refund through day one
Change your mind up to the end of the first day of class.
Recordings of both live sessions
Rewatch either session whenever you need it.
Playtesting is one of the most valuable tools a game team has, but for small studios, it can also feel overwhelming.
Who should you test with? How many players do you need? What should you ask? Should you observe, interview, survey, or run a focus group? How do you avoid getting misleading feedback? And once you have hours of notes, recordings, and player comments, how do you actually turn all of that into decisions your team can act on?
Game Playtesting for Indie Developers is designed to help small game teams go from “we know we should be playtesting” to having a simple, practical process they can actually use. You need to know what you’re trying to learn, who you need to learn it from, how to observe them without biasing the results, and how to turn what you see into better development decisions.
Playtesting fundamentals, applied to your own game
Over two weeks, participants will learn the fundamentals of effective games playtesting, receive personalized feedback on their own testing plans or previous studies, and build a lightweight approach for organizing, analyzing, and acting on player feedback. Game Playtesting for Indie Developers gives small teams the research fundamentals and practical confidence to start doing that themselves.
Session 1, Playtesting 101, covers the foundations of running an effective playtest. Between sessions, each participant can schedule one hour of individual consulting. Running a playtest is only half the job, so Session 2, From Feedback to Decisions, focuses on what happens after players leave. No previous user research experience is required.
By the end of the course, you’ll have:
- 01
A practical understanding of how professional games user researchers approach playtesting
- 02
A framework for planning your own studies
- 03
Better ways to recruit and question players
- 04
A system for organizing and analyzing feedback
- 05
A method for turning playtest findings into development priorities
- 06
Personalized expert feedback on your own game or research plan
- 07
A repeatable process you can continue using after the course
What the course includes
01
Session 1: Playtesting 101
Learn the foundations of running an effective playtest, including:
- What playtesting can and cannot tell you
- Choosing the right research question
- Identifying the right players to recruit
- How many players you actually need
- Moderated vs. unmoderated testing
- Interviews, observation, surveys, focus groups, and when to use each
- Writing a playtest plan and discussion guide
- How to ask useful questions without leading players
- Common mistakes that make playtests less useful
- Practical tips for running studies with limited time and budget
1:1
Personalized Office Hour
Between sessions, each participant can schedule one hour of individual consulting.
- a playtest you are planning
- a study you’ve already run
- a discussion guide or survey
- recruitment questions
- player feedback you’re struggling to interpret
- or simply your game and the questions you’re trying to answer
You’ll receive direct feedback and practical recommendations tailored to your project.
02
Session 2: From Feedback to Decisions
Running a playtest is only half the job. The second session focuses on what happens after players leave:
- Organizing notes and observations
- Separating individual opinions from meaningful patterns
- Identifying usability problems, player expectations, and experience issues
- Prioritizing findings by severity and importance
- Avoiding the trap of implementing every player suggestion
- Turning observations into clear research findings
- Communicating results to designers and developers
- Creating actionable recommendations
- Deciding what to fix, what to ignore, and what to test next
- Building a lightweight repeatable playtesting process for your studio
Who this course is for
→ This course is designed for:
- Indie game developers
- Small game studios
- Designers and producers responsible for player feedback
- Founders who don’t have a dedicated user researcher
- Teams preparing for their first structured playtest
- Teams that have already tried playtesting but felt overwhelmed by the process or unsure whether they were doing it correctly
No previous user research experience is required.
× Not the right fit if
- You’re an experienced UX researcher moving into games. The games user research course is built for you instead.
- You’re looking for QA or bug-testing training, or for work as a paid playtester. This course teaches the people making a game how to run playtests.
- Your studio already has an in-house games user research team.
Assumed going in
- No previous user research experience is required.
- Your game, at any stage, and the questions you’re trying to answer.
Mariya Vizireanu, PhD
Senior Research Consultant, Vibe Insights Lab · Former Research Manager, Rec Room
Mariya has spent a decade as a researcher, five of those years embedded in game studios. At Rec Room she led more than 50 qualitative and quantitative studies as Research Manager, across UGC, AI, the in-game economy and player safety, including AI Companion research that helped lift engagement 9% and day-7 retention 6%. Before that, at Jam City, she led the concept testing and competitor analysis behind greenlight decisions for more than ten live and in-development mobile titles.
She now consults independently through Vibe Insights Lab and teaches game user research at Northern Arizona University and at UXR Institute. Her training is anthropology (PhD, Arizona State University), and she treats players as people embedded in a culture and a context. Most of her work has been inside gaming, where what counts as a usability problem and what’s just the intended friction of a hard level can be genuinely hard to tell apart.
How this game playtesting course runs
Two live online sessions, one week apart, with a private consulting hour in between. Session days and times are announced with the cohort dates, and everyone on the waitlist hears first.
Each live session mixes short teaching with worked examples from real game studies and time for your questions. Session 1 ends with enough to draft your own playtest plan before the office hour. Session 2 works through turning messy notes into findings.
Both sessions are recorded and shared with the cohort. The consulting hour is booked on your own schedule between the two sessions, so it works around a crunch week.
Questions before you join
What will I learn in this game playtesting course? +
The whole playtest loop, sized for a small team. Session 1 covers choosing a research question, recruiting the right players and deciding how many you need, picking between moderated and unmoderated tests, writing a plan and discussion guide, and running a session without leading players. Session 2 covers organizing what you saw, separating patterns from one-off opinions, prioritizing by severity, and turning findings into development decisions your team agrees on. In between, you spend an hour with Mariya on your own game.
How is this different from the free playtesting guide? +
Mariya’s free guide, how to playtest your game, gives you a minimum viable playtest you can run on your own, and it’s a good place to start. The course goes further in two ways. It covers what the guide only touches: recruiting and screening, choosing between methods, and the analysis and prioritization in Session 2. And it applies all of it to your game: you bring your plan, study or feedback to a one-on-one hour and leave with recommendations specific to your project.
Will this help me recruit the right playtesters? +
Yes. Recruiting is where most small teams compromise, and it’s a core part of Session 1: identifying the players who match your research question, deciding how many you need, and writing screening questions that keep out testers who’d skew the results, such as other developers or superfans. Friends, family and your Discord still have a place, and the course covers what each group can and can’t tell you. You can bring recruitment questions to your office hour.
My playtests produce feedback but no decisions. Does the course cover that? +
That’s what Session 2 is for. It covers organizing notes and recordings, telling one player’s opinion apart from a pattern across players, and ranking problems by how badly they damage the experience you’re designing. You also learn how to present findings to designers and developers so each one ends with an owner and a next step. Many teams join for this half.
Players keep suggesting features. Will the course help us decide what to act on? +
Yes. A suggestion is usually a player’s guess at a fix for a problem they experienced, and the problem is the useful part: a player asking for stronger weapons may never have found the upgrade screen. Session 2 covers reading suggestions as evidence, avoiding the trap of building every request, and deciding what to fix, what to ignore and what to test next, so player feedback informs your design without taking it over.
We already use Steam Playtest and a Discord. What does this add? +
Those channels give you access to players, and that’s valuable. What they don’t give you is a clear question, the right players for it, or a way to turn forty scattered comments into a decision. This course covers the parts around the build: what you’re trying to learn, who you need to learn it from, how to observe without biasing results, and how to analyze what comes back. It works with the tools you already have.
Is this for me if I have no research background? +
Yes. The course assumes no previous user research experience and was designed for developers, designers, producers and founders doing research because nobody else on the team can. If you’re already an experienced UX researcher moving into games, the games user research course goes deeper and will suit you better.
What’s the real time commitment? +
Two live sessions over two weeks, plus your one-hour consulting session. Outside class, the only work is preparing for your office hour, such as drafting a playtest plan or pulling together notes from a past test. Most participants can fit it around active development.
Will I get recordings if I miss a session? +
Yes. Both live sessions are recorded and shared with the cohort, and your consulting hour is booked at a time that suits you between sessions.
Enroll with confidence. Full refund up to the end of the first day of class. If Session 1 isn’t what your team needs, tell us and you pay nothing.
You don’t need a research department to run a useful playtest.
Dates to be announced. Sign up to hear first.
Join the waitlist →Capped at 15 seats per cohort, so everyone gets their consulting hour.

