The 3D Handbook
Key term

Telemetry and heatmaps

Recording what players do (where they move, die, kill and get stuck) and plotting it on the map. Bungie's Halo 3 death maps are the famous example; the data needs volume and careful reading.

level-designplaytestinganalytics

Telemetry is data a game records automatically about how it is played: positions, deaths, kills, time spent, items used. A heatmap plots one of those values over a top-down view of the level, so the hot spots show where something happens most. Bungie's 2007 Halo 3 maps, built from kill and death statistics across "thousands of Halo 3 online faceoffs", made the technique famous (GamesRadar: Where not to stand in Halo 3).

For level designers it shows where players die, which routes they take and which sightlines dominate, which observation alone cannot show reliably. It complements playtesting spaces rather than replacing it.

A top-down grid map with dark wall blocks. Each grid cell is tinted orange by how many deaths happened in it; two clusters near narrow gaps between walls are dark orange, open areas are pale or empty. A legend runs from few deaths to many deaths. A note says the data is illustrative.
How a death heatmap works: events are binned into grid cells and coloured by count. Hot clusters at chokepoints are typical. The data here is invented for illustration.Diagram by the handbook author

#Where it came from

Microsoft's games user research group grew out of psychology and human–computer interaction. Randy Pagulayan and colleagues recall that, at the time, game "playtesting" typically meant inviting friends to try an unfinished game, often in exchange for food (Pagulayan et al. 2018). By Halo 3, the lab combined observation, think-aloud testing and "complex computer programs" that helped staff see when players were and weren't having fun (NPR: Microsoft to Debut Final Halo Game). Designer Paul Bertone summed up the effect of aggregated data: "You can't hide from a hundred people playing the game, and everybody got stuck there" (NPR: Microsoft to Debut Final Halo Game).

Changes that came out of that testing included flashing objectives on screen, changing a gun's firing angle because players kept shooting themselves, and adding a barrier on a highway where many players flew off to their deaths (NPR: Microsoft to Debut Final Halo Game). NPR reported "hundreds of changes" in total (NPR: Microsoft to Debut Final Halo Game).

Academic work followed. Anders Drachen and Alessandro Canossa's 2009 paper applied geographic information systems (GIS), the tools used for real-world maps, to spatial player behaviour (Drachen & Canossa 2009).

#Other telemetry measures

#Reading a heatmap

  • Chokepoints and dominant positions show as dense clusters (see the Valhalla example).
  • Unused space shows as cold areas: art budget spent where nobody goes.
  • Unexpected routes show where players' desire lines differ from your critical path.
  • Height is lost in a top-down view; check multi-level areas separately (Game Developer: Opinion: Balance and Flow Maps).

playtesting spaces, layout and flow, critical path, sightlines and vistas, performance and profiling.

#Further reading and watching

References

  1. GamesRadar staff · Where not to stand in Halo 3 · GamesRadar, 2007 · article · accessed 2026-10-21
  2. Randy Pagulayan, Keith Steury, Bill Fulton and Ramon Romero · Designing for fun: User-testing case studies · Funology 2 (Springer, Human–Computer Interaction Series), 2018 · paper · accessed 2026-10-21
  3. Wendy Kaufman (NPR) · Microsoft to Debut Final Halo Game · NPR, 2007 · article · accessed 2026-10-21
  4. Anders Drachen and Alessandro Canossa · Analyzing Spatial User Behavior in Computer Games using Geographic Information Systems · Proceedings of the 13th International MindTrek Conference (ACM), 2009 · paper · accessed 2026-10-21
  5. Raph Koster · GDC2008: Master Metrics (notes on Dan Arey and Chris Swain's talk) · raphkoster.com, 2008 · article · accessed 2026-10-21
  6. Sean Houghton (High Moon Studios) · Opinion: Balance and Flow Maps · Game Developer, 2011 · article · accessed 2026-10-21
  7. Georg Zoeller (BioWare Austin/EA) · Development Telemetry in Video Games Projects · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21

Last updated 2026-10-22