Playtesting spaces
How to watch other people play your level or environment and learn from it, from daily self-tests to blind tests with strangers, with what to look for and what to do with the results.
A playtest is a session where someone plays your level while you watch whether it works. The Level Design Book defines it exactly that way, and calls it "a foundational skill and process in game design" (The Level Design Book: Playtesting).
For spaces, playtesting shows whether players find the way, read the climbable ledge, notice the landmark and feel the scale you intended. A drawing cannot show this. Playtesting is the only reliable check on wayfinding, affordances and flow. As The Level Design Book's layout chapter puts it, "the player never plays your drawing" (The Level Design Book: Layout), and its wayfinding chapter stresses that much of the psychology behind player guidance stays unverified until you test it (The Level Design Book: Wayfinding).
#Four kinds of playtest
The Level Design Book describes four (The Level Design Book: Playtesting):
| Type | Who plays | When | What you get |
|---|---|---|---|
| Self-playtest | You | "every day, as part of the design process" | Bugs, scale, obvious flow problems |
| Critique | A fellow developer | "Ideally, do this after every phase" | Informed feedback; ask them to think aloud |
| Public | A "normal person" | At milestones | Real behaviour; "Watching their behavior is more important than their feedback" |
| Blind | A public tester with minimal guidance | Before locking a layout | How someone would play "by themselves, alone" |
Valve built its process around regular testing. The Level Design Book quotes a Valve developer: "Everything we do during the week is focused on that Friday playtest" (The Level Design Book: Playtesting).
Game design textbooks put testing at the same central place. Tracy Fullerton's Game Design Workshop, which its publisher describes as an "exercise-driven, non-technical approach to game design", gives playtesting its own chapter (chapter 9) between prototyping and balance (Fullerton 2024). Level design research is thinner here: Karlsson, Brusk and Engström's field study of level design at two studios hardly discusses playtesting as a practice, though one sound designer's wish sums up its aim: "it should be fun to play the level as soon as the level designers are done" (Karlsson et al. 2023).
#Running a playtest, step by step
#1. Plan
Decide the scope (which part of the level), the focus (wayfinding? combat? readability of the art pass?), what data you'll collect and how you'll take notes (The Level Design Book: Playtesting). Write two or three questions you want answered, such as "Do players find the side room?" or "Do they recognise the rope as climbable?"
#2. Brief
Tell the tester only what the player would know. The Level Design Book's advice on briefings: "But keep it brief" (The Level Design Book: Playtesting). Don't walk them through the level, and don't tell them where the secret is.
#3. Observe
"Most of the time should be spent watching the screen", ideally "from a short distance behind the playtester(s)" (The Level Design Book: Playtesting). The hardest part is staying quiet: "resist the urge to interrupt the playtest to apologize or explain" (The Level Design Book: Playtesting). Step in only if "the playtester is definitely stuck or if the level is clearly just broken" (The Level Design Book: Playtesting). For remote tests, ask testers to record their screen or stream privately (The Level Design Book: Playtesting).
For critique sessions, ask the tester to "try to say what you're thinking constantly" (The Level Design Book: Playtesting). Hearing "I think I'm supposed to go up there?" tells you exactly what your signifiers are saying.
#4. Record
Note what players do as well as what they say:
- Hesitations. Where do they stop, turn the camera around or backtrack? (The blockout page suggests flagging any pause longer than about 3 seconds.)
- Misreads. Where do they try to climb something decorative, or walk past something usable? PlaytestCloud describes testers walking "right past climbable objects" (PlaytestCloud blog: Playtesting and Navigation: Explaining the…).
- Times and deaths. The Level Design Book suggests tracking "basic stats such as play time, deaths, win percentages, etc.", and notes that "just attentive note-taking" is often enough (The Level Design Book: Playtesting).
Larger teams add telemetry, "automatically collected data sent to a stats server", and heatmaps, "top-down visualizations of where players frequently move, earn points, score kills, or die" (The Level Design Book: Playtesting).
#5. Debrief
Afterwards, "make it into a conversation" (The Level Design Book: Playtesting). Ask open questions: "What were you trying to do here?" "What did you think this building was?" Have a few prepared questions, but let the tester talk.
Accept suggestions gracefully. The Level Design Book notes that even when a suggested fix is weak, "the reason for the suggestion" and "the issue it highlights" are "almost always real and valid" (The Level Design Book: Playtesting).
#6. Decide and fix
Then "figure out what the heck happened and what you're going to do about it" (The Level Design Book: Playtesting). Group observations into problems, rank them by how many testers hit them, fix the top few, and test again.
#How many testers?
The Level Design Book doesn't give a number (The Level Design Book: Playtesting). Usability research offers a starting point. Jakob Nielsen argued in 2000 that "after the first study with five participants has found 85% of the usability problems", the best move is to fix them and test again; rather than one big study, "Spend this budget on 3 studies with 5 users each!" (Nielsen Norman Group: Why You Only Need to Test with 5 Users). He notes the limits: finding nearly all problems takes about 15 users, and the rule "only holds for comparable users who will be using the site in fairly similar ways" (Nielsen Norman Group: Why You Only Need to Test with 5 Users).
Games add variety (skill levels, genres, input devices), so treat five as a minimum per player type, not a universal answer.
#What to watch for in a space
| Observation | Likely problem | See |
|---|---|---|
| Player stops, spins the camera, backtracks | Missing landmark or unclear route | wayfinding, landmarks |
| Player walks past the climbable ledge | Missing or weak signifier | signifier, affordance |
| Player tries to climb decoration | False signifier from the art pass | set dressing and art passes, shape language |
| Player snags on props or corners | Collision or clutter in the walkable area | collision meshes |
| "It feels tiny" or "huge and empty" | Scale or metrics | grids and metrics, scale and proportion |
| Player misses the reveal or vista | Camera direction, sightlines | composition, focal point |
| Player ignores story props | Too subtle, or off the path | environmental storytelling |
#Playtesting the art pass
Playtesting also applies after the blockout stage, because an art pass can break what the blockout got right. The Level Design Book warns that "An art passed level that is 'busy' will be 'illegible' and difficult to read" (The Level Design Book: Environment Art). Re-test after every major art pass with fresh players, using the same questions as the blockout test, and compare. If players found the route in the grey version but not the dressed one, the art is the problem. See set dressing and art passes and level design and environment art.
#Further reading and watching
References
- · Playtesting · The Level Design Book · web · accessed 2026-10-21
- · Layout · The Level Design Book · web · accessed 2026-10-21
- · Wayfinding · The Level Design Book · web · accessed 2026-10-21
- · Game Design Workshop: A Playcentric Approach to Creating Innovative Games (5th edition) · A K Peters/CRC Press (Routledge), 2024 · book · accessed 2026-10-21
- · Level Design Processes and Challenges: A Cross Section of Game Development · Games and Culture 18(6), SAGE (open access, CC BY 4.0), 2023 · paper · accessed 2026-10-21
- · Playtesting and Navigation: Explaining the Yellow Paint Controversy · PlaytestCloud blog, 2024 · article · accessed 2026-10-20
- · Where not to stand in Halo 3 · GamesRadar, 2007 · article · accessed 2026-10-21
- · Why You Only Need to Test with 5 Users · Nielsen Norman Group, 2000 · article · accessed 2026-10-21
- · Developer commentary/Half-Life 2: Episode Two · Combine OverWiki · web · accessed 2026-10-21
- · Environment Art · The Level Design Book · web · accessed 2026-10-21
- · Blockout · The Level Design Book · web · accessed 2026-10-21
Also consulted
- · 8 Common Problems with Level Layouts / Blockouts · YouTube · video · accessed 2026-10-21
Pages that link here
- Modding and user-generated content tools Reference
- Visual hierarchy and readability Topic
- Showcase (warehouse) map Key term
- Gym levels and metrics maps Key term
- Telemetry and heatmaps Key term
- Critical path Key term
- Sightlines and vistas Key term
- Wayfinding Topic
- Environmental storytelling Topic
- Choreography and scripted sequences Key term
- Set dressing and art passes Topic
- Worldbuilding for artists Topic
- Books Reference
- Communities and critique Reference
Last updated 2026-10-22