The 3D Handbook
Guide

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.

level-designenvironment-artprocesstesting

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).

A loop of six boxes connected by arrows: 1 Plan (scope, focus, questions), 2 Brief (short, no walkthrough), 3 Observe (watch, don't explain), 4 Record in orange (notes, times, deaths), 5 Debrief (a conversation), 6 Decide and fix (change the level), then back to Plan. In the centre: small rounds, repeated, for example 3 rounds of 5 testers rather than 1 round of 15.
The playtest loop. Short, frequent rounds catch more problems than one big test at the end.Diagram by the handbook author

#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

  1. The Level Design Book · Playtesting · The Level Design Book · web · accessed 2026-10-21
  2. The Level Design Book · Layout · The Level Design Book · web · accessed 2026-10-21
  3. The Level Design Book · Wayfinding · The Level Design Book · web · accessed 2026-10-21
  4. Tracy Fullerton · Game Design Workshop: A Playcentric Approach to Creating Innovative Games (5th edition) · A K Peters/CRC Press (Routledge), 2024 · book · accessed 2026-10-21
  5. Tobias Karlsson, Jenny Brusk and Henrik Engström · 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
  6. PlaytestCloud · Playtesting and Navigation: Explaining the Yellow Paint Controversy · PlaytestCloud blog, 2024 · article · accessed 2026-10-20
  7. GamesRadar staff · Where not to stand in Halo 3 · GamesRadar, 2007 · article · accessed 2026-10-21
  8. Jakob Nielsen · Why You Only Need to Test with 5 Users · Nielsen Norman Group, 2000 · article · accessed 2026-10-21
  9. Valve (transcribed by Combine OverWiki contributors) · Developer commentary/Half-Life 2: Episode Two · Combine OverWiki · web · accessed 2026-10-21
  10. The Level Design Book · Environment Art · The Level Design Book · web · accessed 2026-10-21
  11. The Level Design Book · Blockout · The Level Design Book · web · accessed 2026-10-21

Also consulted

Last updated 2026-10-22