My Services

From quick usability checks to full playtests

What I Do

I help indie and AA studios and publishers understand and improve the player experience of their game, through everything from quick usability reviews to small- and large-scale external playtests with real players.

My work helps you catch player experience issues, understand player reactions, and focus improvements where they matter most so your team can deliver a great player experience while staying true to its vision.

How It Works

  1. Free Discovery call so I can learn what you’re looking for and suggest next steps ->

  2. You book the service and dates that work best for your needs ->

  3. We have a Week 1 kickoff meeting to confirm scope and final details ->

  4. Playtest or usability review happens in close collaboration with you ->

  5. You get actionable player-centric insights to help you make your game even better!

Games UX Research Services Overview

2026 is my official launch year. To celebrate and say thanks, I’m giving a 15% Launch Year discount to new clients!

Tier 1: Usability Reviews
Starting at $880 ⭐$750 USD - Launch Year Discount

A fast, UX and research-informed usability evaluation that helps catch confusing controls, unclear messaging, and other unintended player friction so you can iterate intentionally before showing your game at an event, pitch, or playtest. Are there spots in your game where players may have trouble understanding what to do, why, or how? A usability review can help you understand where these spots exist and why players may struggle or disengage.
Learn more >

Who It’s For

  • Solo devs and small teams looking for affordable, quick, UX- and research-informed feedback

  • Devs planning on showing their game in the hopes of getting funding – whether from crowdfunding or publishers – who want to know where people may get unintentionally confused or tripped up so they can make proactive fixes and make a great first impression

  • Teams prepping for a playtest who want to increase the chance that players get to the content they most want to test and don’t get stuck unexpectedly

  • Anyone facing an upcoming feature or build lock deadline who needs clear, evidence-based guidance on where mechanics or systems may be unintentionally hard to use or figure out

Typical turnaround: 3-5 business days starting on kickoff day, depending on build length

Tier 2: Mini Playtests
Starting at $4650 ⭐$3950 USD - Launch Year Discount

Test your build with a few real players to uncover usability friction, onboarding issues, and directional first impressions – giving you timely directional insights before showing it to a wider audience at events or investing in larger playtests.
Learn more >

Who It’s For

  • Small teams seeking more affordable small-scale external playtesting, given typical external playtests can cost $10K+

  • Devs who have playtested their game, but so far only with friends, family, teammates, or industry peers

  • Teams looking to iterate quickly via bite-sized batches of player-centered insights over multiple rapid playtests

  • Studios or publishers looking for a smoke-test of key loops, tutorials, or onboarding to increase confidence the build is on track and ready for wider exposure

Typical turnaround: 10 business days starting on kickoff day, giving you player-centered insights to iterate quickly

Tier 3: Full-size Playtests
Starting at $13,900 ⭐$11,800 USD - Launch Year Discount

Full-scale playtests with real players that uncover usability issues and reveal how players truly experience your game so that your team can better align and make decisions with clear, evidence-based player insights. Rolling insights shareouts throughout the analysis process ensures the team is learning quickly and effectively in spite of the larger volume of data.
Learn more >

Who It’s For

  • Proactive teams who want to catch most usability issues before they become baked into the foundation of the game

  • Larger teams who want designers, producers, engineers, and stakeholders aligned around real-player behaviors and feelings – instead of assumptions – for more informed planning and decision-making

  • Teams working on complex or multi-loop games who want to understand how the combined experience holds together in the hands of real players

  • Publishers seeking player-centered insights to increase the chance of positive reception and reduce the risk of frustration or surprises at launch

Typical turnaround: 4-6 weeks starting on kickoff day, depending on package chosen and minimum required playtester playtime

About the Services

Tier 1: Usability Reviews

1. What It Is

Usability is about whether players can understand what’s happening, what they can do, and how to move forward — without running into unnecessary confusion or frustration. Games with strong usability only create friction when they intend to; everywhere else, they minimize friction so players stay engaged rather than dropping off.

When a player gets stuck, misreads a cue, fights the controls, or overlooks a key mechanic, it’s often a usability issue — not a player skill issue. Imagine you walk up to a door with a C-shaped handle coming out towards you. You grab it and pull, but nothing happens. Turns out it’s a door you push to open! But the design suggested you do something else. This kind of design-based miscommunication happens in games too.

A usability review is a structured way to spot these moments early. It uses proven usability and games UX guidelines to evaluate the usability of your game so players can reach (and enjoy) the good stuff you’ve created for them.

2. Why It Matters

  • Fun vs draining friction: Some kinds of friction make games fun. Good friction can challenge players and make them want to overcome what the game is throwing at them. Other kinds can feel confusing or frustrating in a way that makes players want to skip ahead or even quit playing. It’s not adding to their fun, it’s taking it away.

  • Usability friction is often draining to overcome: Confusing controls, hard to understand tutorials, or hidden systems are all examples of usability-related frictions that can frustrate players and make them not want to play more. 

  • Confusion or frustration from usability issues can overshadow other emotions: It’s hard  for players to achieve a sense of flow or sense of satisfaction and enjoyment if usability issues are causing them to trip on things that aren’t satisfying for them to solve.

  • Not all usability friction is bad: For example, a survival game might not let you sort your pack in order to emulate what it’s like in real life. But if it’s not a survival game, it might not be the kind of challenge your target players enjoy and just end up triggering frustration that doesn’t pay off for them. It’s best to be intentional about when and why you make something less usable.

  • Knowing where usability friction exists lets you make informed design decisions: A usability review can help you decide where removing draining usability friction can help keep your players engaged, and where you should keep an eye on to make sure that intended usability friction isn’t too much of a drag for your players. 

3. Who It’s For

  • Solo devs and small teams looking for affordable, quick, UX- and research-informed feedback

  • Devs planning on showing their game in the hopes of getting funding – whether from crowdfunding or publishers – who want to know where people may get unintentionally confused or tripped up so they can make proactive fixes and make a great first impression

  • Teams prepping for a playtest who want to increase the chance that players get to the content they most want to test and don’t get stuck unexpectedly

  • Anyone facing an upcoming feature or build lock deadline who needs clear, evidence-based guidance on where mechanics or systems may be unintentionally hard to use or figure out

4. What You Get

  • Kickoff meeting to confirm what you’re most interested in feedback on (and what you don’t want feedback on)

  • A thoughtful, UX-guided review using established usability and game UX criteria to surface design issues likely to lead to confusion or getting stuck

  • Issues prioritized by severity of potential player impact, each with a concise explanation and annotated screenshots.

  • Short video clips for high-impact issues to make the problem immediately clear

  • Debrief meeting over video chat to go through the findings together so you can ask questions and get responses in real time

  • Flexible build-length options (15, 30, or 60 minutes) to match your desired breadth and budget

  • Fast turnaround – typically 3-5 business days from kickoff day, depending on build length. If you have an incoming build lock deadline, let me know – I can sometimes prioritize rush requests

5. How It Works

  1. We have a Free Discovery call so I can better understand what you want to learn or improve about your game

  2. You book a Usability Review – choose whether I review about 15, 30, or 60 minutes of gameplay

  3. We have a kickoff meeting to confirm scope and what you want reviewed (and what you don’t)

  4. I play for the selected duration, then analyze the footage to identify usability issues

  5. I go back and carefully probe the same portion of the game, actively looking for usability frictions using usability heuristics and game UX design principles as a guide

  6. I carefully analyze the playtest footage and survey responses and synthesize it down into the most important takeaways and insights per playtest session

  7. I walk you through the findings in a live video debrief call so you can ask me questions and get answers live

  8. You get a Usability Review Report that you can refer to over the coming weeks and months, with issues prioritized by potential player impact so you have a better sense of where iterating will have more value

Tier 1: Usability Review Menu

  • Breadsticks - ⭐$750

    ~15 mins of gameplay reviewed

    Typical turnaround: 3 business days

    Launch Year Rate (Standard rate: $880)

  • Buffalo Bites - ⭐$1250

    ~30 mins of gameplay reviewed

    Typical turnaround: 4 business days

    Launch Year Rate (Standard rate: $1475)

  • Party Platter - ⭐$2250

    ~60 mins of gameplay reviewed

    Typical turnaround: 5 business days

    Launch Year Rate (Standard rate: $2650)

Tier 2: Mini Playtests

1. What It Is

A Mini Playtest is a tightly scoped external playtest where 3 players who enjoy games of a similar genre play your game for at least 15 minutes or 30 minutes, depending on what you choose. It’s done remotely without a moderator, so players play from the comfort of home while recording their gameplay and voice as they think aloud while playing. They also fill out a short post-playtest survey about topics the team is most interested in.

I carefully analyze the gameplay footage and survey responses to identify comprehension issues, hidden friction, and player first impressions. I synthesize the raw data down into concise Playtester Briefings that summarize the top findings from each session, along with prioritized issues based on estimated level of player impact.

Projects are scoped small so they have a fast turnaround time — typically 2 weeks — in contrast to larger-scoped playtests. A Mini Playtest can give you a taste of where some areas of improvement lie and what some players from your target audience think.

2. Why It Matters

  • Internal and peer playtesting is valuable but can miss things: Playtesting with players who you don’t know personally that enjoy games of similar genres can reveal behaviors, misunderstandings, and emotional reactions that internal playtests with friends and peers can’t capture. While internal playtesting can definitely provide valuable insights, it can miss things and come with bias that can accidentally lead you astray. Colleagues and people you’re close to may know more about your project, hold back criticism to be polite, or play differently than many people in your target audience would — leading you to iterate or tune your game in ways that don’t match your future players’ needs. External playtesting helps show you how regular players approach your game — what confuses them, what excites them, and where they trip or disengage in ways you didn’t anticipate.

  • More player insights than you can get from event-based playtesting: Watching players at a trade show or convention can be really informative and helpful – but it can leave major knowledge gaps. Players at events are aware they’re being watched, which can make people play differently – maybe playing faster or quitting sooner than they would compared to if they were playing on their own. Players in Mini Playtests play from home where they’re comfortable, and they’re free to play longer than the minimum required playtime (which is a great positive signal if they do!).

  • Reading feedback online is helpful, but seeing gameplay can be even more informative: Reading reviews and forum posts from players is a valuable way to understand what players think. However, without seeing them play or hearing their tone, it can be hard to accurately interpret what they’re saying, why, or how they’re feeling. Also, players posting online tend to be representative of only a small subset of your future player base – so it’s best to also playtest with people who aren’t as active to check if they play or think differently.

  • Setting up a playtest and getting insights can be a challenge to fit in: When everyone on the team is working hard on building the game, it can be hard to find time and energy to also run an external playtest. Many teams often have to fit in playtesting responsibilities on top of their normal day-to-day responsibilities. Strapped teams can struggle to find the time to run a playtest — or they may run one, but feel too stretched to properly take time to review the data and find the takeaways. Having someone like me, who can lead the playtest from end-to-end, saves you time and energy so you can still increase your understanding of how real players approach your game while you focus on building.

  • Seeing even just a few players can be eye-opening and save you time and money later: It’s an unfortunate truth that the closer we are to something, the harder it can be to see it from another point of view. Players come with different gaming and life experiences that affect how they approach your game. By closing the gap between the team’s vision and player realities, ideally early or midway through the development cycle, it decreases the chance you have to spend time and money later changing something that’s become baked in that isn’t working.

3. Who It’s For

  • Small teams seeking more affordable small-scale external playtesting, given typical external playtests can cost $10K+

  • Devs who have only internally playtested with friends, family, teammates, or industry peers so far

  • Teams looking to iterate quickly in early- to mid-development via bite-sized batches of player-centered insights over multiple playtests over a short period

  • Studios or publishers looking for a smoke-test of key loops, tutorials, or prototype systems to increase confidence the build is on track and ready for wider exposure

4. What You Get

  • Kickoff meeting to confirm scope and what you want to learn

  • 3 players who enjoy games in a similar genre recruited via trusted games user research platforms like Antidote.gg

  • Player answers to a post-playtest survey plus gameplay footage, including player voiceover of what they’re thinking or feeling as they play from home, giving you insights you can’t get just from watching gameplay

  • A thoughtful analysis of the 45+ mins of gameplay footage and survey data that I synthesis into Playtester Briefings that summarize the most valuable insights from each playtester’s session, so you can quickly learn without spending time combing through the raw data yourself

  • Issues prioritized by severity of likely player impact, each with a concise explanation and annotated screenshots, with short video clips for high-impact issues to make the problem clear

  • Debrief meeting over video chat to go through the findings together so you can ask questions and get responses in real time

  • Fast turnaround – typically 10 business days including kickoff day

5. How It Works

  1. We have a Free Discovery call so I can better understand what you want to learn

  2. You book a Mini Playtest – choose whether players are required to play for at least 15 minutes or 30 minutes before they fill out the post-test survey 

  3. You deliver a WIP “stable enough” build or send a video walking me through your game that I review on Day 1 of the project so I can come prepared to our kickoff

  4. We have a kickoff meeting on Day 2 to confirm learning goals and I start work on designing the playtest

  5. You deliver an internally QA’d playtest build by the end of Week 1

  6. I launch a playtest on the first day of Week 2 so players can play at home over the next 1-2 days

  7. I carefully analyze the playtest footage and survey responses and synthesize it down into the most important takeaways and insights per playtest session into Playtester Briefings

  8. I walk you through the findings in a live video debrief call so you can ask me questions and get answers live

  9. You get a set of Playtester Briefings that you can refer to over the coming weeks and months, with session highlights and issues prioritized by potential player impact so you have a better sense of where iterating will have more value

Tier 2: Mini Playtest Menu

  • The Cheesy Slice - ⭐$3725

    15 mins of required playtime (players may play longer!) + post-test survey

    x 3 players

    + 3 Playtester Briefings

    + Live Video Debrief

    ~2 weeks turnaround

    Launch Year Rate (Standard rate: $4375)

  • The Cheezy Calzone - ⭐$4625

    30 mins of required playtime (players may play longer!) + post-test survey

    x 3 players

    + 3 Playtester Briefings

    + Live Video Debrief

    ~2 weeks turnaround

    Launch Year Rate (Standard rate: $5450)

Tier 3: Full-size Playtests

1. What It Is

Full-size Playtests have more of everything: more players, more tailoring, and more insights.

There are two options:

  • The Essentials with six (6) players

  • The Deluxe with twenty (20) players

Like the Mini, players who enjoy games of a similar genre to yours will be required to play your game for at least 15, 30, or 60 minutes, depending on what makes sense for your build and budget. (Players can play longer than the minimum if they want!) It’s done remotely without a moderator, so players play from the comfort of home while recording their gameplay and voice as they think and react aloud while playing.

Unlike the Mini, if your build could benefit from a bit of player guidance — say it’s lacking onboarding, tutorials, or there’s a known issue that players need to be guided around — I design instructions that help players be aware of how to get through or around it.

Also unlike the Mini, I add custom tasks if there are high-priority learning objectives that would benefit from more targeted focus. For example, if you’re interested in whether players properly understand a move, I might design tasks near the end of the play session that ask them to demonstrate that move and describe what they think it does. After playing, players also fill out a survey about high-priority topics, with some additional questions about the player’s gaming preferences and habits to see how closely they match the team’s “ideal player”.

In both the Essentials and Deluxe options, six (6) players’ footage and survey responses are closely analyzed to create Player Briefings summarizing top insights from sessions. However, in addition to Player Briefings, you’ll receive a Comprehensive Playtest Report that also includes insights on patterns across these players. If you choose the Essentials, you double the amount of opinion data insights compared to the Mini, and if you choose the Deluxe package, you’ll get graphs and charts of player opinions, with percentages and margin of errors so you can get a more confident sense of how players were feeling and why.

Although Full-size Playtests are larger, you start getting insights close to the same time that you would in a Mini Playtest — and I continue to share new insights throughout the analysis and synthesis process. I make sure to send you regular bite-sized updates throughout the second half of the project duration, so you’re not just sitting and waiting for a big report that drops at the end.

2. Why It Matters

  • See all the reasons under Mini Playtests, plus…

  • The Essentials package helps find most usability issues: Supported by usability research — particularly usability specialist Jakob Nielsen’s work (see article for more details) — five (5) users is often enough to identify most critical usability issues while maintaining a good cost-to-value balance. (This assumes iterative testing will be done throughout development, since new issues are often introduced as changes and fixes are added.) I default to one more player for a total of six (6) because I want to increase the chances that any major issues are caught. From experience, I’ve found that one additional player can be a source of valuable insights!

  • The Deluxe package allows you to more confidently describe opinions of playtesters: With smaller playtests, you can understand what and why players felt a certain way, but you can’t make any generalizations about how many players would feel similarly — groups of 3 or 6 are too small because the margin of error is too large for them to tell you anything helpful. With 20 players, that starts to be enough people where you can use statistics to more confidently describe player opinions. For example, if 75% of the 20 players liked the level of challenge, you can be fairly sure that most players of a similar background would agree — even with the margin of error, the % is over 50%.

  • Full-size Playtests come with rolling insights drops that increase how much you learn: I make sure to share insights as I complete my analysis and synthesis. This is valuable and ideal for busy teams, since you can digest insights in small quantities over multiple days, rather than just one huge drop of a report at the end of the project. Leaving insights sharing only till the end, a common approach, can leave teams overwhelmed and only taking away a fraction of the insights.

3. Who It’s For

  • Proactive teams who want to catch the majority of usability issues before they become baked into the foundation of the build

  • Larger teams who want designers, producers, engineers, and stakeholders aligned around real-player behaviors and feelings – instead of assumptions – for more informed planning and decision-making

  • Teams working on complex or multi-loop games who want to understand how the combined experience holds together in the hands of real players

  • Publishers seeking player-centered insights for their studios to increase the chance of positive reception and reduce the risk of frustration or surprises at launch

4. What You Get

  • REPLACE - USE SAME FORMAT [[Kickoff meeting to confirm scope and what you want to learn

  • 3 players who enjoy games in a similar genre recruited via trusted games user research platforms like Antidote.gg

  • Player answers to a post-playtest survey plus gameplay footage, including player voiceover of what they’re thinking or feeling as they play from home, giving you insights you can’t get just from watching gameplay

  • A thoughtful analysis of the 45+ mins of gameplay footage and survey data that I synthesis into Playtester Briefings that summarize the most valuable insights from each playtester’s session, so you can quickly learn without spending time combing through the raw data yourself

  • Issues prioritized by severity of likely player impact, each with a concise explanation and annotated screenshots, with short video clips for high-impact issues to make the problem clear

  • Debrief meeting over video chat to go through the findings together so you can ask questions and get responses in real time

  • Fast turnaround – typically 10 business days including kickoff day]]

5. How It Works

  1. We have a Free Discovery call so I can better understand what you want to learn

  2. You book a Full-service Playtest – choose either the Essentials or the Works package and whether players are required to play for at least 15, 30, or 60 minutes before they fill out the post-test survey 

  3. You deliver a WIP “stable enough” build or send a video walking me through your game that I review on Day 1 of the project so I can come prepared to our kickoff

  4. We have a kickoff meeting on Day 2 to confirm learning goals and I start work on designing the playtest

  5. xxx

  6. I carefully analyze the playtest footage and survey responses and synthesize it down into the most important takeaways and insights per playtest session

  7. I walk you through the findings in a live video debrief call so you can ask me questions and get answers live

  8. You get a Full Playtest Report [add more detail to differentiate] that you can refer to over the coming weeks and months, with issues prioritized by potential player impact so you have a better sense of where iterating will have more value

Tier 3A: Full-Size Essentials Playtest Menu

  • Slice with Your Fave Topping - ⭐$11,800

    15 mins required playtime (players may play longer!)

    X 6 players

    + Build readiness review and pilot playtest to keep things on schedule

    + Rolling insights drops starting halfway through for faster and effective learning

    + Comprehensive Playtest Essentials Report including patterns across players

    + Live Video Debrief

    ~ 5 weeks end-to-end

    Launch Year Rate (Standard rate: $13,800)

  • Calzone with Your Fave Topping - ⭐$13,200

    30 mins required playtime (players may play longer!)

    X 6 players

    + Build readiness review and pilot playtest to keep things on schedule

    + Rolling insights drops starting halfway through for faster and effective learning

    + Comprehensive Playtest Essentials Report including patterns across players

    + Live Video Debrief

    ~ 5 weeks end-to-end

    Launch Year Rate (Standard rate: $15,550)

  • Pizza with Your Fave Topping - ⭐$15,900

    60 mins required playtime (players may play longer!)

    X 6 players

    + Build readiness review and pilot playtest to keep things on schedule

    + Rolling insights drops starting halfway through for faster and effective learning

    + Comprehensive Playtest Essentials Report including patterns across players

    + Live Video Debrief

    ~ 6 weeks end-to-end

    Launch Year Rate (Standard rate: $18,700)

Tier 3B: Full-Size Deluxe Playtest Menu

  • Slice with the Works - ⭐$X+

    15 mins required playtime (players may play longer!)

    X 20 players

    + Rolling insights shares throughout analysis process for faster learning

    + Comprehensive Playtest Deluxe Report — everything in the Essentials report plus player sentiment insights with visualizations

    + Live Video Debrief

    Launch Year Rate (Standard rate: $Y)

  • Calzone with the Works - ⭐$X+

    30 mins required playtime (players may play longer!)

    X 20 players

    + Rolling insights shares throughout analysis process for faster learning

    + Comprehensive Playtest Deluxe Report — everything in the Essentials report plus player sentiment insights with visualizations

    + Live Video Debrief

    Launch Year Rate (Standard rate: $Y)

  • Pizza with the Works - ⭐$X+

    60 mins required playtime (players may play longer!)

    X 20 players

    + Rolling insights shares throughout analysis process for faster learning

    + Comprehensive Playtest Deluxe Report — everything in the Essentials report plus player sentiment insights with visualizations

    + Live Video Debrief

    Launch Year Rate (Standard rate: $Y)