MasterClass: Setting Up and Managing Your In-house Playtest Campaign

Date & Times:
Tuesday, June 8th – 8th 2021
2pm to 5pm
Location: Online Event
Expected Size: Up to 50
Ticket Cost: 150 GBP
Event Type: Online Event


Playtesting is the quality insurance of a game and in-house playtesting is the most cost-effective way to do them. Playtests can be outsourced or managed by your publisher’s own playtest facility but nothing beats the responsiveness and relevancy of playtest sessions run in your very own studio.

This MasterClass will explain how to set up your own in-house playtest structure and how to run a playtest campaign while remaining affordable, even for very small studios.

Key takeaways include:

  • Step-by-step method to prepare and manage a playtest campaign
  • Sample documents for the preparation of a playtest session, and its debrief
  • Best practices to find the playtesters most adapted to your needs


Mentor: Pascal Luban

Pascal Luban is a game designer and creative director. With over 25 years of experience, he has led design teams on both triple-A console games (Splinter Cell – Pandora Tomorrow and Chaos Theory, Alone In the Dark – The New Nightmare, Wanted – Weapons of Fate, etc.) and mobile titles (Wars and Battle, The One Hope).

He set up and managed the playtest facility at the Ubisoft studio in Annecy where the multiplayer mode of Splinter Cell games was developed.



Part 1: The pros and cons of in-house versus remote playtests

Part 2: How to set up your in-house playtest structure:

  • Organization
  • Integration into the production pipeline
  • Finding the playtesters you need

Part 3: How to manage a playtest session:

  • Typical planning for a playtest session
  • Defining relevant content for your session
  • Logistics

Part 4: How to make playtest debriefs effective:

  • The various debrief formats
  • Using playtest debriefs to make your publisher happy



This MasterClass will give attendees the opportunity to put into practice key learnings by working on case studies. Each group will work on a different case study and will share its work, supported by Pascal, with the entire class.

Part 1 & 2

  • Lecture (30 minutes)
  • Case studies in groups: Finding the right playtesters (20 minutes)
  • Review and feedback (20 minutes)

Part 3:

  • Lecture (30 minutes)
  • Case studies in groups: Defining the content of a playtest session (20 minutes)
  • Review and feedback (20 minutes)

Part 4:


This news is republished from another source. You can check the original article here

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