UX Lab

Testing with the Best – The GGS Usability Laboratory

We have set up an in-house usability laboratory to perfect our games and guarantee our users ultimate entertainment. The lab contains a test room and an observation room that are separated from each other by a one-way mirror. Lars, who runs the laboratory, can therefore observe the test subjects’ reactions in detail. The testers either play the games on mobile devices or on PCs. In addition, there’s a living room with a couch and a big flat-screen TV so that you feel like you’re at home when you’re playing and there’s also a conference room where several people can take part in a test together. The rooms are fitted with a few cameras which record the testers’ facial expressions and gestures while they play.

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Blind Dates at Goodgame Studios

Six people, one restaurant, one hour – welcome to GoodLunch. Twice a month, six colleagues are chosen at random and invited to go for lunch together. Nobody knows who will be joining them and the ‘chosen ones’ only meet each other at our reception on the day. All of them then head to the restaurant ‘Tischlein deck dich’ nearby, where they can choose a tasty dish paid for by the company. The GoodLunch allows our colleagues to get to know other employees and learn more about other departments. What do the people do in back end and front end development? What projects are our community managers involved in? What’s happening at executive level? Our board members’ names are incidentally also included in the pot along with everyone else’s.
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Art Night Premiere at Goodgame Studios

The first ever Art Night took place in our Goodgame Café in November. Students and other interested artists met there to get an insight into our art department. The aim of the event is both to offer a social platform for the participants and our artists and to provide information about career opportunities as an artist at Goodgame Studios. Around 80 people came to the evening and they were given a presentation about our company and the various artistic areas. The people in charge of each area discussed technical requirements, the kind of tasks they deal with and how their teams work together. Michael, our Head of Arts, concluded the presentation by giving a brief preview of what’s being worked on in our current games.

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