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Seb Long
Games User Experience Researcher. Ensuring your game gets inside your players’ 🧠. Gamedev 30 Under 30, BAFTA member, nerd. ’er.
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Seb Long Jun 16
Replying to @Lef0nda
This video is so uplifting :)
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Bob Tilford Jun 16
Battlefield 1 uses the goal-gradient effect to motivate players by showing a time estimate until their next level-up
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Jeremy Rosenberg Jun 14
Descending order of value as a research insight: 1) Observation of a behaviour 2) Explanation of a current behaviour 3) Verbal recall of a past behaviour 4) Prediction about a future behaviour (little to no value)
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Chet Faliszek Jun 13
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
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Brannon Zahand Jun 11
The team would love to collaborate with and to bring the Xbox Adaptive Controller to gamers with disabilities on all platforms.
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Seb Long Jun 12
Large-lab playtests be like:
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Barton Gellman Jun 11
So, um, summit journalists. Do not plug this in. Do not keep it. Drop it in a public trash can or send it to your friendly neighborhood security researcher. Call any computer science department and donate it for a class exercise. I’d be glad to take one off your hands, btw.
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Seb Long Jun 12
Replying to @beatonthematt
Looks mad! Congrats dude :)
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BAFTA Jun 8
If you need support for your post-graduate education in film, games or television, get your applications in over the weekend to be a BAFTA Scholar; entries close on Monday 👉
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Seb Long Jun 7
‘Putting players first’ in means actually changing the way you make games. It’s easy to slip back to dated, self-serving processes that lead to games for no one. 👉 How player-centric are your team? Try answering these questions: [thread]
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Keith Stuart Jun 7
Oh hi, I visited the labs where Microsoft tests its controllers and it was amazing and fascinating! (I took video footage too what a nerd)
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BAFTA Games Jun 7
Global warming, mental health, public transport and single parent families - these are just some of the themes tackled by our Young Game Designers in this year's competition 🕹️ Find out more about our 2018 finalists:
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Harvey Owen Jun 8
Compulsory motion controls is really not an accessibility-friendly choice. Allow your users to have options:
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Seb Long Jun 7
Replying to @seb_long
Who is the ‘voice of the player’ in the studio? Are they being empowered to define your focus? For example, to a UI or mechanic deemed ‘final’?
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Seb Long Jun 7
Replying to @seb_long
Is your game delivering a better experience with each milestone? Fewer bugs, sure. More features, uh huh. But is the game actually better? What KPIs are you measuring for the EXPERIENCE of your game?
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Seb Long Jun 7
Replying to @seb_long
Ask your team to “describe our game in one sentence”. Do they sound the same? If not, what game are we making? If you’re getting player feedback, who are these players? Fans? How are you protecting the game from their late-game obsessions?
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Seb Long Jun 7
Replying to @seb_long
How often have real players been given a safe space to share honest thoughts on your game during development, without the team looming over them? How? Your team probably won’t think the game is fun after a while. What safeguards protect the game design from their boredom of it?
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Seb Long Jun 7
Replying to @seb_long
Tell me about a key game design choice where your first implementation was flawed and redesigned. Why did it take you so long to find that out? Tell me the last time that the quietest person in the studio got ‘their way’ in a key design choice, and how hard that was for them.
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Seb Long Jun 7
‘Putting players first’ in means actually changing the way you make games. It’s easy to slip back to dated, self-serving processes that lead to games for no one. 👉 How player-centric are your team? Try answering these questions: [thread]
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Games User Research Jun 5
The steering committee is seeking volunteers. Want to progress games user research through our summits and support community activities? Join our like-minded steering committee! Details:
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