Pascal Luban - Game Design Consultant & Creative Director

Master Classes

Master classes are one or two-days events, mixing lectures on best practices, case studies and workshops where attendees get the opportunity to practice what they have just learnt in the lectures.

Master classes are not about game theory; their objective is to give concrete insights, methods and tips. I use real examples from games I worked on to demonstrate my points.

Master classes can be delivered in two formats: For schools or studios. In the latter case, games under development can be used as the basis for the workshop.

Training & Workshops

Playtest - Setting up and managing your own playtest structure Training_dark

Playtest - Setting up and managing your own playtest structure

Having your own playtest facility next door to your development team is an invaluable way to ensure that playtests will meet the demands of your team and offer the reactivity needed by a fast-paced development.

 

The objectives of this class are:

 

  • To brief management on what it takes to run an internal playtest structure, to fit playtest in their workflow and to get the most out of them
  • To train the studio playtest manager on setting up and running playtest sessions.

Takeaways:

 

  • Practical guidelines on how to recruit and test playtesters,  to interface with the development team, to run a playtest session and to write a meaningful debriefing document
  • Sample playtesters database
  • Sample playtest protocol
  • Sample playtest debriefing document

 

University of Madrid
Scream School (Moscow)
IIM
Kajaani University
Krakow Technology Park
Games Academy