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Where are the Sharks? User Research in the Far Cry Production Pipeline
Have you ever asked people from outside your team to play your game before release? Do you struggle with when and how often to run a playtest? How do you use the feedback without compromising your creative vision? At Ubisoft, we know that user research has a positive effect on the quality of our games because it places the player front-and-center early in a game's development. The challenge lies in aligning the user research with a production's already tight schedule. In this talk, Ian Livingston will show how we did it on Far Cry 3, the lessons we learned along the way, and how these lessons can be applied to any project. If you have ever wondered how it is possible to "test early and test often with users" while limiting the impact on your development, then this is the talk for you!
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