Welcome to Modal Window plugin
Test multiplayer matchmaking functionality, highlighting any technical issues and capture player feedback. Gradually scale and test throughout development to ensure there are no online issues for launch.
Weekly tests over a 6 month period, starting with 100 concurrent players, scaling up to 200, 300, 500 and finally 1000. Learn, iterate and improve after each test.
Issues were discovered after every single test, ranging from small graphical issues to complete server crashes. Due to the frequency and scale of tests, this game launched very successfully without any technical issues.
Find the absolute breaking point and max capacity of a virtual concert, dance club and conference event. Understand any activity or user actions that puts stress on the server and reduces concurrent performance / capacity.
Started with concurrent tests in limited regions (EU+US), with up to 1000 users at once. Once issues discovered at this stage were resolved, gradually scaled up to 5000+ user tests run globally.
Was able to clearly identify and resolve issues from each iteration, allowing the test size to be successfully increased. Resulted in clear understanding of server limitations and reassurance that all performance-effecting bugs resolved.
Pre-screen game submissions with evidence and data backed test results that allows us to benchmark a game and understand it’s market appeal. Games that score highly with positive feedback will be considered more closely for a publishing agreement.
Started with concurrent tests in limited regions (EU+US), with up to 1000 users at once. Once issues discovered at this stage were resolved, gradually scaled up to 5000+ user tests run globally.
Publisher able to focus on the games with the most market potential. Developers of well tested and positively rated games given more attention. Overall increase in the success rate of launched games with publisher.
Fully integrate regular test and feedback cycles into the core development pipeline at every stage of development. Focus development priorities based on close collaboration with future player base.
Tests submitted every Friday for the latest build. Results in by Monday, allowing for a full week of review and development based on submitted feedback. Weekly test, improve, repeat cycles from concept stage.
Zero downtime for developer due to testing and feedback being captured out of normal working hours. Early and regular feedback allowed development to focus on the key areas, resulting in a very successful launch.
Obtain a clear, data-based understanding of our key target audience and most engaged potential player base. Compare these groups to fully understand differences or similarities in gameplay, UI and story feedback.
Ran a large scale global test to confirm / challenge existing assumptions of target audience. Based on this data, followed up by smaller, much more detailed tests focusing on highlighted demographics.
A clear understanding of the regions and demographic groups to focus marketing and launch campaigns at. Game changes made to ensure the most worldwide appeal, securing the largest possible player base from day one.
Attract as many new players as possible to download and play Gems of War on either PC, mobile or console platforms. Every player must play for a minimum of 30 minutes and also leave feedback of their gameplay experience.
Invited all registered testers to try the game on platform of their choice. Run worldwide and offered to any new testers that joined Game Tester. Capture player feedback and likelihood to continue playing post-test.
Over 15,000 new players delivered into the GoW ecosystem to date. 58% of testers said they were likely or very likely to continue playing post-test. Cost per acquired player worked out less expensive and much more effective than previous marketing campaigns.
Ensure game severs are sufficiently populated during launch weekend. Guaranteeing all new players have a positive experience, can find matches quickly and increase the odds of early reviews being positive.
10 tests scheduled to run during the launch period covering a range of regions and time zones. All testers allowed to keep the game and encouraged to continue playing post-test for maximum benefit.
Mostly positive reviews on steam during launch weekend and no negative comments regarding servers / online performance / matchmaking. Player-base continued to grow organically due to active servers.
Developer had a playable prototype, video footage, screenshots and a great game description. But couldn’t decide what to actually call the game!
Shared all available assets with a large pool of testers from around the world. Ran a poll, asking players to rate their favorite name. Captured gameplay feedback along with their own name ideas.
Developer loved some of the game name suggestions. Ran a follow up test to confirm market appeal. Decided to name their game based on this confirmation.
Large scale, global testing for a complex ‘PC Builder’ website with many dependencies and logic calculations. Focus on finding bugs and errors - testing every possible setup and combination.
Multiple 1000 user tests with a challenge to ‘break the site’. Ensuring every function, button and page was thoroughly tested - leaving no stone unturned. A prize giveaway was offered to the tester that provided the best, most helpful feedback.
Many previously unknown bugs and glitches were reported. Testers also gave feedback on site design, contents and functionality. Data points were also tracked via API to provide data on user interaction.
Capture current views and opinions from a gaming audience on several topics including blockchain games, monetization methods, funding models and game development practices. Large sample size of at least 25,000 gamers.
Large scale market research based test to capture interests & opinions of a wide range of gamers across 190 countries, aged 13 to 85. Participants encouraged to provide honest open text feedback on each topic.
Over 26,000 gamers completed the survey, resulting in an up-to-date snapshot of current trends and opinions in the gaming market. Data used to make key decisions on new projects and influence the direction of existing game development.