Sensemitter is now Emhance.

Read more

Articles

What Does a Game Tester Actually Do?

Written by:

Emer Rutherford

|

Marketing Generalist

What Does a Game Tester Actually Do?

Job descriptions for "game tester" tend to stay abstract: "test games for bugs and quality issues" or "provide feedback on gameplay." That's technically accurate and not very useful if you're trying to picture whether you'd actually want to do it. Here's what a real session looks like, mechanism by mechanic, for both of the jobs that get called "game tester."


A typical QA testing session

You receive a build, usually with a specific test plan or a set of scripts to run through: a checklist of actions to take and what should happen at each step. You play through the sequence, and when something doesn't match what's expected, whether that's a crash, a visual glitch, or a broken trigger, you log it. A good bug report includes exactly what you did, what you expected, what actually happened, and clear enough steps that someone else can make it happen again on their own machine.

Most of a session is this: methodical, repetitive, detail-focused. You might replay the same five minutes of a game a dozen times, checking a fix against every related edge case, not just the one that was reported.

A typical playtesting session

You receive a build and usually a specific thing to focus on: a new tutorial, a particular level, an ad creative, sometimes just "play for 15 minutes and tell us how it felt." You play it the way you'd play any game, and afterward, or sometimes during, you report on your experience: what confused you, what you enjoyed, where you lost interest, what you'd change if you could.

There's no bug list to fill in unless something actually breaks. The output is closer to a structured opinion than a technical report, and what makes it useful is being specific: not "it was confusing" but exactly when and why.

Some playtesting platforms go a step further and measure what's happening while you play rather than relying only on what you report afterward. Emhance's methodology, for instance, uses your device's webcam to read facial expressions and concentration during the session itself, since a lot of what a player feels moment to moment doesn't make it into what they say about it afterward, even when they're trying to be accurate.

What a session with Emhance specifically adds

From your side as a tester, this changes very little about what you actually do. You still play, and you still answer questions in your own words. The one practical difference: you might occasionally get a follow-up question about a specific moment you didn't mention in your written answer, since something in your reaction there stood out even though you didn't write about it. That's not a test you can fail. It's just a prompt to say more about a moment you might have otherwise skipped past.

Tools used

QA testing: a bug tracker (Jira and similar tools are the industry standard), build access provided by the employer, and a written test plan or script to follow.

Playtesting: usually nothing beyond the game itself and whatever the panel provides for the session, a survey, a feedback form, or, for methodology like Emhance's, a webcam that's already built into most laptops and phones.

How playtesting differs from bug-hunting QA

The short version: QA testing is looking for what's broken. Playtesting is reporting on what it felt like to play something that mostly works. QA Tester vs. Playtester covers the fuller comparison, including pay, skills, and how each one is structured as a job.

Who tends to do well at it

For QA testing: people who don't get bored running the same sequence repeatedly, and who write clearly enough that a stranger can follow their steps without asking a follow-up question.

For playtesting: people who already notice things while they play, the moment a level's pacing drags, the second a menu becomes confusing, and can put that reaction into words specifically enough to be useful, rather than just "I liked it" or "it was fine."

FAQ

Do you need to talk out loud while you play, or just answer questions after?

It depends on the platform and the specific session. Some ask for a think-aloud style commentary during play, others just ask for written answers afterward. Neither is more "correct"; they're different formats for capturing the same kind of feedback.

Is a playtesting session recorded on video?

Often, yes, in some form, whether that's a full screen-and-camera recording or, for methodology like Emhance's, a camera feed read for facial expressions and attention rather than kept as raw footage for someone to watch back. What's actually stored and how varies by platform, and a legitimate one will say so plainly if you ask.

What happens if you don't know why something felt confusing, just that it did?

That's still useful. Saying "I got stuck here and I'm not sure why" is more honest and more useful than inventing a reason after the fact. Studios would rather have an accurate "I don't know" than a guess dressed up as certainty.

If that sounds like you and you want to see what a real playtesting session actually looks like, Emhance's playtester application is open now.

Get

Get

full

full

full

access

access

access

Subscribe to our newsletter to get new ebooks, reports, and industry insights delivered directly to your inbox.

Subscribe to our newsletter to get new ebooks, reports, and industry insights delivered directly to your inbox.

© 2026 Emhance. All rights reserved.

© 2026 Emhance. All rights reserved.

© 2026 Emhance. All rights reserved.

© 2026 Emhance. All rights reserved.