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.
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?
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?
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
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.
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.
[Blog - 10/02/2017 - 10:01]
Hey Michael, thanks for your ...
Hey Michael, thanks for your thoughts here. r n r nOf the roles outlined, UX Designers have the most overlap with traditional design and development roles, for sure resultantly, many gamedev teams don 't employ UX Designers. If this is done with eyes-wide-open, then fine. I 've explored the types ...
[News - 02/22/2017 - 12:02]
[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 ...
[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 ...
[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 ...
[Blog - 04/21/2014 - 10:47]