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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Too Much Playtesting? 5 Games in the Top 50 Say "No"

Francisco Souki  (Principal Design Manager, Schell Games)

Fiona Cahill  (Playtest Coordinator, Schell Games)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Production & Team Leadership

Format: Session

Vault Recording: TBD

Audience Level: All

Playtesting a game is one of the most important things developers can do to test the strength of their creative ideas and fine tune a game against real-world player feedback. I Expect You to Die 3 ran more than 200 remote VR playtests, with one person running almost every single one of them. In this talk, learn why Schell Games conducted so many playtests, how a high number of playtests, and the resulting high volume of feedback, were managed, and how all of this was harnessed to create a better game. Attendees will learn key takeaways and success factors for those in playtest coordinator roles and for members of the development team.


Attendees will gain insight into how to choose a playtesting cadence and how to adjust it to each phase of development, plus specific recommendations for playtesting questions to ask, software and processes to track feedback, and techniques to turn the feedback into concrete developer tasks.

Intended Audience

Developers in charge of planning and running playtests, as well as receiving, tracking and deciding what to do with playtest feedback will benefit the most from this talk.

Connecting the Global Game Development Community

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