Remote Playtesting Hub
2K Games
Contents
Intro
The 2K Games Remote Playtesting Hub was a streamlined platform designed to simplify the process of registering for and managing playtests. By providing a seamless experience for users and administrators, it ensured a more efficient and competitive environment for testing upcoming games.
Challenge
The existing playtesting system was outdated, offering limited functionality that couldn’t keep up with industry competitors like EA and Ubisoft. Users faced difficulties in registering and managing their profiles, while administrators struggled with playtest management and key distribution, hindering overall efficiency.
Solution
The hub was redesigned to include an intuitive registration system for users, with enhanced profile management. Administrators were given tools to efficiently set up, manage, and update playtests, while key distribution was simplified. This revamp provided a more comprehensive and user-friendly solution.
1. Introduction

The original one-page Playtesting Hub website, as shown in the screenshot below faced several challenges that hindered its effectiveness and user engagement.
Original playtest hub
Original playtest hub
Below are the key issues that were identified with the current platform:
The objective of this project was to redesign and rebuild the Playtesting Hub to increase user engagement, improve accessibility, and align with industry standards. By creating a visually engaging, informative, and user-friendly platform, the goal was to drive higher traffic, enhance user participation in playtests, and ultimately provide a better experience for both 2K Games and their community of players.
2. User Research

To evaluate the effectiveness of the playtesting platform, a comprehensive user research study was conducted. Surveys were distributed via SurveyMonkey to 500 randomly selected users registered on 2K.com, with 67 responses received from participants spanning diverse age groups and demographics. The research focused on identifying pain points, assessing the potential for a dedicated Playtest Hub, and gathering insights into desired features and improvements.

Key Findings
The following quote from a user perfectly captured the main shortcomings of the existing user experience of the website:

The site felt bare-bones, navigation was confusing, and there wasn’t much value beyond the form. It didn’t feel engaging and wasn’t intuitive, especially for someone new.

Please click the thumbnail below to see the detailed report of the user research.
User research report
3. Competitor Analysis

An analysis of key competitors in the playtesting space highlighted various approaches and features that could inform the design and functionality of the Playtesting Hub. By examining Steam, Epic Games, EA, Ubisoft, and Activision, insights were gathered into the strengths and weaknesses of each platform, focusing on user experience, ease of access, and administrative efficiency. These findings served as a foundation for identifying areas of improvement and opportunities for innovation in the playtesting process.
Steam Playtest
Steam Playtest Steam Playtest offered a cost-effective and low-risk solution for developers to gather playtesting data without needing to manage Steam keys. The system used a separate "child" appID linked to the main game, allowing playtesting activities to occur without affecting the primary game. The playtest signup was integrated directly into the main game’s storefront, enabling users to request access via a simple “Request Access” button on the game title page. This streamlined process required only a few clicks for users to participate.
Pros
  • Streamlined sign-up process integrated into the game’s storefront.
  • Quick access for users with minimal steps required.
  • Low-risk, cost-effective playtesting for developers.
Cons
  • Reduced visibility for playtests, limiting engagement.
  • Feedback diversity may be constrained due to integration with main game page.
Epic Games UX
Epic Games UX Epic Games Playtest allowed users to join by simply filling out a registration form. If their profile matched the requirements, they would receive an email with playtest details, including session schedules and compensation information. The process was straightforward, removing the need for users to adjust settings or access an admin system.
Pros
  • Simple and efficient registration form.
  • Clear communication via email with session details.
  • No need for users to adjust settings or log into an admin system.
Cons
  • Limited feedback opportunities after registration.
  • Reliance on email communication, which could be missed or blocked.
  • Lack of transparency in the selection process.
EA Playtesting
EA Playtesting EA’s playtesting process involved users creating a profile and completing a form detailing their gaming preferences. Based on this, users would receive a playtesting application via email. The platform used progressive profiling, where users could provide additional information later to increase their chances of selection. While the process provided access to available playtests, the lack of a progress indicator during the form completion could cause user frustration.
Pros
  • Personalised experience with progressive profiling.
  • Direct communication through email for selected participants.
  • Access to all available playtests within the system.
Cons
  • No progress indicator during form completion.
  • Email-based communication may cause delays or missed messages.
  • Limited visibility into selection criteria.
Ubisoft Playtest
Ubisoft Playtest Ubisoft employed a similar progressive profiling approach, where users filled out a basic form initially, followed by the option to provide further details. However, there was no confirmation of participation after completing the profile, and users had to rely solely on email invitations to join playtests. The lack of visibility into available playtests and the absence of a progress indicator were key drawbacks.
Pros
  • Tailored playtesting experience via progressive profiling.
  • Simple initial sign-up form.
  • Clear communication through email invitations.
Cons
  • No immediate confirmation of participation.
  • Lack of visibility into available playtests.
  • Reliance solely on email invitations for access.
Activision Playtest
Activision Playtest Activision’s sign-up process was considered the most cumbersome among the competitors. The lengthy form, focused heavily on ‘Call of Duty,’ could deter users uninterested in the franchise. Similar to Ubisoft and EA, Activision’s platform lacked visibility into available playtests, requiring users to wait for email invitations. The overall user experience was considered unsatisfactory due to the lengthy process and overemphasis on specific games.
Pros
  • Progress indicator to guide users through the form.
  • Confirmation message reassures users about successful sign-up.
Cons
  • Lengthy and tiresome sign-up process.
  • Focus on specific games, which may alienate users.
  • Lack of visibility into available playtests, requiring email invites.
  • Generally unsatisfactory user experience.
Key Findings
4. Event Storming

A series of Event Storming workshops were conducted over several weeks with around 15 stakeholders from various locations, including the US, Poland, and Dublin. The goal was to map out the user flow for Portal enrollment, Playtest Administration, Playtest Registration, and Key Distribution.

A Miro board was utilised during the workshops to visually map the system’s domain events, beginning from the initial stages and progressing in a linear flow towards the conclusion. Stakeholders placed domain events on the board, and over time, additional actions were added, each represented by different coloured sticky notes to distinguish between various elements of the system. This colour-coded approach helped to clarify the relationships between domain events, commands, rules, and other system components, providing a clear, evolving view of the user flow.
The categorisation process allowed for a detailed mapping of user flows, business rules, and system interactions. It was an engaging and collaborative approach that facilitated cross-functional communication and fostered a shared understanding among all participants.

The final flow diagrams, as shown in the example below, provided a clear and organised visual representation of the entire user journey and system operations, capturing both the actions that had already occurred and the steps needed to complete future tasks. Please click the thumbnail below to see the full Playtest Flow in Miro.
Playtest Flow
Playtest Flow
5. Solution

Initial discussions were held with stakeholders and potential users of the playtesting system. Through these conversations, several key areas for improvement were identified to streamline the process for both users and administrators. The focus was placed on enhancing efficiency and the overall user experience, with emphasis placed on four main areas:
Key Area
Description
Improvements Identified
Playtest Administration
Administrators from Technodrome would set up game titles for testing by sending game details to the system, which generated playtests and assigned players. The system would allow for easy updates to playtest details, including capacity adjustments and player removals. Key information such as title, dates, country requirements, age, and platform would be included.
  • Centralized Scheduling: Unified platform for scheduling with calendar integration.
  • Tester Analytics: Dashboards to measure engagement and performance.
  • Session Playback & Analysis: Recorded playtest sessions with annotation tools.
  • Customizable Testing Scenarios: Drag-and-drop scenario creation.
  • Issue Tracking: Integrated bug reporting with prioritization.
  • Communication Hub: Real-time updates and messaging for testers.
  • Access Control: Role-based permissions for administrators.
  • Automated Feedback Report: AI-driven sentiment analysis and reporting.
Portal Enrollment
The plan was to implement a streamlined portal enrollment system where users would fill out a registration form, providing essential details like name, date of birth, game interests, and country. Those who met the necessary criteria would be successfully enrolled, while users could also update their information directly within the portal for convenience.
  • Step-by-Step Enrollment: Guided process with progress tracking.
  • Single Sign-On (SSO): Seamless authentication via Google, Microsoft, etc.
  • Eligibility Check: Pre-screening to streamline enrollment.
  • Automated Status Updates: Notifications at every stage.
  • Localized Content: Dynamic language and regulatory adaptations.
Playtest Registration
A feature was planned to allow users to browse through a list of available playtests, with filtering options for game title, platform, and region. Once a user selected a playtest, they could register quickly by submitting their profile information and confirming their availability. If they met the playtest requirements, they would be enrolled and receive confirmation to participate.
  • Smart Match Invitations: Personalized invites based on user profiles.
  • Real-Time Availability: Live updates on open playtest slots.
  • Waitlist & Scheduling Tools: Automated notifications for openings.
  • Interactive Calendar: Visual scheduling and easy session selection.
  • Quick Registration & Reminders: One-click re-enrollment and notifications.
Key Distribution
The key distribution process was set to be automated, with keys assigned to users based on their region and platform preferences. This would ensure that the correct participants received the right version of the game for their location and device. The system aimed to minimise errors by matching playtest requirements with user profiles, ensuring efficient and accurate key distribution.
  • Automated Assignment: Instant key allocation upon approval.
  • Multi-Platform Compatibility: Keys matched to user preferences.
  • Redemption Tracking: Insights into key usage and engagement.
  • Secure Delivery: Encrypted key distribution with authentication.
  • Replacement & Suspension: Self-service key replacement and admin controls.
6. Wireframing

Using the rules established during the Event Storming workshop, a set of wireframes were developed.
Playtest early wireframe
Playtest Administration - wireframe
Remote hub - early wireframe
Remote Playtest hub - concepts
Playtest Hub - early wireframe
Playtest hub - wireframe
7. Prototyping

Below are links to the prototypes created in Figma for the four key areas of the playtesting project. These prototypes were developed as part of a collaborative walkthrough with the 2K team. The goal was to gather valuable feedback, identify any design or technical challenges, and address them before development began. This iterative process was crucial in fine-tuning the user experience and ensuring the project aligned with the team's overall vision.
Playtest Administration
Playtest Administration Since the playtest functionality was to be hosted within Technodrome, the existing design system was utilised to build the prototype, ensuring consistency with the broader ecosystem. Following the initial presentation of the prototype, several improvements were made based on user feedback:
  • Table Filtering: Filtering functionality was added to tables for improved usability.
  • Pagination: Pagination was enabled across all pages for easier navigation.
  • Breadcrumb Fix: Adjustments were made to the breadcrumb navigation to improve clarity.
  • Text Area Adjustments: The maximum character count for multi-line textboxes was increased.
  • Date Format Fix: The date format was standardised across the prototype.
  • Alert Modal Update: The alert modal for deleting a user was revised to enhance clarity and ensure user confirmation.
Playest Enrollment
Playest Enrollment The Playtest enrollment Prototype was designed to introduce users to the playtesting experience, encouraging sign-ups while providing clear information.
  • Teaser: The page began with an engaging teaser that highlighted the benefits of playtesting, such as exclusive access to upcoming games and the opportunity to shape game development.
  • Registration Form: A simple form captured essential details like name, email, and preferred platform, making the sign-up process quick and easy.
The prototype aimed to provide a smooth and visually appealing introduction to the playtesting process, setting the stage for the subsequent Playtest Registration page.
Playest Registration
Playest Registration The Playtest Registration Prototype was designed to streamline the process for users to sign up for specific playtests after completing the enrollment process.
  • Available Games: Once users signed up, they were presented with a list of games available for playtesting. Each game included key details such as genre, platform, and playtest schedule.
  • Registration Options: Users could select their preferred game and register directly from the list. The registration process was kept simple with a single click to confirm participation.
  • Game Details: A detailed view was available for each game, showing additional information like testing requirements, game description, and expected testing duration.
The prototype focused on delivering a smooth, user-friendly experience that allowed users to quickly browse available playtests and sign up with minimal friction.
Key Distribution
Key Distribution The Key Distribution Prototype focused on managing and distributing game keys for playtest participants, ensuring a seamless and efficient process for administrators.
  • Key List: A comprehensive list displayed all game keys available for distribution, showing the status of each key (e.g., pending, sent, etc.). This allowed administrators to track key availability and distribution progress.
  • Keys Requested: The prototype included a section that displayed the number of keys requested by participants for each game, ensuring that key distribution aligned with demand.
  • Initiate Key Send: An intuitive action button enabled administrators to quickly initiate the sending of keys to users. This feature streamlined the distribution process, reducing the time spent on manual tasks.
  • Key Upload (Steam / Xbox / Playstation): The prototype provided options for administrators to upload keys specific to different platforms, such as Steam, Xbox, or PlayStation. Each platform had its own dedicated upload area, ensuring that platform-specific keys were handled correctly.
  • Navigate to Key List: A simple navigation flow was incorporated to allow administrators to easily move between the key distribution section and other related pages, such as the Playtest Registration or Game Management sections.
  • Gameshapers - Allow List: The prototype also featured an “Allow List” for Gameshapers, ensuring that only approved participants had access to certain game keys. This added a layer of security and control over key distribution.
The prototype aimed to simplify the key management process, ensuring that administrators could efficiently distribute keys while maintaining control over access and tracking.
Gameshapers - Horizon
Gameshapers - Horizon Midway through the project, the decision was made to rebrand the Remote Playtesting Hub as Gameshapers, with Horizon, an upcoming Free-to-Play game title, selected as the first project to launch on the platform. The goal was to create an engaging, visually compelling website that captured the game's essence while providing a seamless user experience.
  • Landing Page - Editability: A key feature of the prototype was the ability to edit the game homepage. This section allowed administrators to update content, such as promotional banners, game descriptions, and news updates. The editable content ensured that the homepage remained dynamic and could be easily updated to reflect new game features or upcoming events.
  • On-Screen Key View: Provided players with a clear, easy-to-access view of their game keys, displaying the status of requested keys and allowing them to quickly retrieve and activate their keys for the upcoming playtest.
8. Design System

Old Design System
Old Design System
During the development of Gameshapers, it became clear that the existing design system’s components library, known as the Beacon Components Library, was outdated and not fit for purpose. Several new components had to be created from scratch to meet the unique requirements of the Playtesting Hub.

Old Design System
New Design System
Below are some examples of new components that were created for the new design system, each requiring careful attention to functionality and design to ensure a seamless user experience. Some also included a detailed component specifications to allow developers to easily implement the design, while the flexibility built into the system enabled future iterations and additions with ease.

Interactive Map
Interactive Map
The interactive map component was refreshed to provide dynamic, real-time visualisations of game locations and events, offering a more engaging user experience with updated visuals and smoother functionality.

Prototype
Twitch Drops
Twitch Drops
The Twitch Drops component was redesigned to better track and display rewards from Twitch streams. This update enhanced its integration with the gaming ecosystem, making it easier for users to see their progress and claim rewards.

Prototype
Navigation & Menus
Navigation & Menus
The navigation and menu systems were completely overhauled, now using a mega menu for improved user flow and accessibility. The updated design provides a more intuitive structure, allowing users to quickly and easily navigate through the various sections of the site.

Prototype
Countdown
Countdown
The countdown timer component was updated to provide clearer and more accurate time tracking for time-sensitive events, promotions, and game launches, ensuring users stay informed about upcoming activities.

Prototype
Sticky Banner
Sticky Banner
The sticky banner was revamped to enhance visibility and user engagement. It now remains fixed in place and is used for important announcements, giving users easy access to key information without interrupting their browsing experience.

Prototype
Popup Banner
Popup Banner
The popup banner was refreshed to create a more interactive and visually appealing notification system. This component now delivers important messages or calls to action more effectively, with smoother transitions and better integration with the rest of the site.

Prototype
Marquee
Marquee
The marquee component was updated to display announcements, news, or updates in a scrolling format. It now works seamlessly across different screen sizes, ensuring important information reaches users without cluttering the page.

Prototype
Server Status
Server Status
The server status component was completely overhauled to provide real-time updates on the status of game servers. The updated design now offers more clarity, showing server performance and downtime in an easily digestible format.

Old Server Status Prototype
9. Final Design

The final design of Gameshapers incorporated all the feedback and improvements gathered through stakeholder collaboration, wireframing, and prototyping. It delivered a cohesive and intuitive user experience while aligning with 2K’s brand identity.

The design focused on a clean, modern aesthetic, consistent use of the 2K brand colours, and a refined layout to facilitate easy navigation. Key components were integrated into the final layout, from the mega menu, countdown and revamped server status component, all of which were customised to fit the unique needs of the playtesting platform.

Final Design
Final design
Final design
10. Testing

Design Audit

To ensure the 2K Portal met the highest usability standards, a design audit was conducted alongside the refresh of the component specs. The purpose of the audit was to evaluate the portal's user interface and identify any usability problems that could hinder the user experience.

A heuristic evaluation was used as the primary method to assess the design. This usability inspection technique helps identify common interface issues by focusing on a set of established guidelines. For this audit, two key sources were referenced: The identified usability issues were prioritized using Nielsen’s severity ratings, providing a structured approach to addressing the fixes, as detailed in the report below.
Design audit
User Testing

Testing was essential in ensuring Gameshapers met user needs and delivered a seamless experience. A variety of testing methods and tools were employed to optimise the design and refine its functionality based on real-world user interactions.

Hotjar for Heatmaps and User Behaviour Analysis
Hotjar for Heatmaps and User Behaviour Analysis
Hotjar was utilised to gain a deeper understanding of how users interacted with the site. Heatmaps provided visual insights into click patterns, scrolling behaviour, and areas of the site that were ignored. For example, analysis revealed that a critical "Register" button on the Playtest Registration page received low interaction because it was placed below the fold. This led to relocating the button higher on the page, significantly increasing click-through rates.
UserTesting.com for In-Depth User Interviews
To gather detailed insights into user behaviours and preferences, real users were recruited through UserTesting.com for one-on-one usability testing sessions. These sessions allowed for deep qualitative feedback on user frustrations, motivations, and needs. For example, during the registration process, several participants indicated confusion around the eligibility criteria for claiming keys, prompting the addition of a clear and concise FAQ on the same page to address this issue. Other issues identified included accessibility challenges with font sizes and colour contrast, which were quickly addressed to improve inclusivity and readability.
Optimizely for A/B Testing and Performance Optimisation
Optimizely was used to conduct A/B testing on key pages, such as the Playtest Registration and Key Distribution flows, as well as experiments on specific features like the navigation bar, key request process, and registration forms. These tests provided valuable data that informed design decisions, including simplifying the registration form by reducing the number of input fields, repositioning the "Claim Your Key" button to a more prominent location, and adjusting the layout of the Playtest Registration page for improved readability.
Continuous testing and iteration played a key role in refining the user experience and delivering a final product that was intuitive, engaging, and aligned with the project goals.
11. Conclusion

The design and development of Gameshapers was a comprehensive process that combined thoughtful wireframing, prototyping, and extensive user testing to create a seamless and intuitive platform. From the initial stages of mapping out user flows through Event Storming workshops, to the iterative design of key features like Playtest Enrolment, Registration, and Key Distribution, every step was driven by a focus on user needs and business goals.

The project required not only the creation of new components to meet unique requirements, but also the revitalisation of the existing design system, ensuring that the tools used by the development team were up to date, scalable, and flexible. Feedback from real users, gathered through platforms like UserTesting.com, Hotjar, and Optimizely, played a crucial role in fine-tuning the user experience, while A/B testing and usability sessions ensured that design choices were grounded in data.

Through continuous iteration and collaboration with stakeholders and users, the final design of Gameshapers achieved its goal of providing an engaging, user-friendly interface that supports the playtesting process. By addressing both functional requirements and aesthetic considerations, the project lays a solid foundation for future enhancements, scalability, and a positive user experience. Ultimately, the success of the hub is a testament to the power of user-centred design and the impact of thorough testing and iteration on achieving a polished final product.