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Sebastian Long's Blog   Expert Blogs


Sebastian Long is a Games User Researcher at Player Research in Brighton, UK.

Through research, observation, interview and evaluation, Player Research make video games more playable, enjoyable and exciting for their target audience - helping to deliver the designers' creative intent.

Since Jan 2012, Seb has contributed to very nearly 100 shipped titles, impacting more than 500 million gamers worldwide.

Key titles include Dead Trigger 1 and 2, DmC: Devil May Cry, CSR Racing and CSR Classics, Remember Me, Moshi Village, World of Warriors, Wonderbook, Hungry Shark, and many, many more titles across all platforms.


Twitter: @seb_long




Expert Blogs

Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?

Posted by Sebastian Long on Wed, 20 Jul 2016 01:03:00 EDT in Design, Production, Art, Social/Online, Smartphone/Tablet
Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.

How and why you should be budgeting 5% of your development funds on these 5 player-centric activities

Posted by Sebastian Long on Sat, 14 Jun 2014 08:11:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
How can two similar games have such disparity in success? What stopped Ironpants matching Flappy Bird's overnight fame, and why did either succeed at all? We compare these games to reveal nuance in design, and the importance of focus on player experience.

Posted by Sebastian Long on Fri, 15 Nov 2013 11:52:00 EST in Design, Production, Indie
Finding the budget and time for playtesting and user research is easy for large studios, but what about indie teams? Player Research and Micro Macro Games uncover the value of playtesting on the gorgeous hidden object puzzler Morphopolis.

Sebastian Long's Comments

Comment In: [News - 02/22/2017 - 12:02]

Very much looking forward to ...

Very much looking forward to chatting about games UX all day with you all :

Comment In: [Blog - 07/22/2016 - 03:31]

Great article Chris, thanks for ...

Great article Chris, thanks for the shoutout at the end. Your points about mentorship are interesting: do you think that a any other game could rely on mentorship as a tutorialisation approach Pok mon has this unique trifecta of being a mega-brand lots of people playing it , with geo-location ...

Comment In: [Blog - 07/20/2016 - 01:03]

Thanks for your thoughts and ...

Thanks for your thoughts and kind words. You 're right - Pok mon is granted an advantage over, say, Minecraft, of impromptu real-life meet-ups as well as online tutorials. I had written a little aside about the city/rural divide of Pok Stops thereby affecting these communities meeting , but it ...

Comment In: [Blog - 06/14/2014 - 08:11]

Hi Phil, thanks for commenting. ...

Hi Phil, thanks for commenting. For clarity, I haven 't tried here to conclusively explain why Flappy Bird was a success in its own right - there are many more factors than covered above, of course. r n r nI agree that focusing on simplicity is key having an interaction ...

Comment In: [Blog - 04/21/2014 - 10:47]

Great article, looking forward to ...

Great article, looking forward to reading your next one

Comment In: [Feature - 10/17/2012 - 04:15]

This is a great article, ...

This is a great article, thanks for sharing it. r n r nI feel that the addition of a User Researcher, or at least someone trained in Human-Computer Interaction or similar can greatly benefit the small mixed-skill teams you suggest for rapid prototyping. Considering user 's expectations, they way players ...