faqs
Popular Questions
Not sure how our studio works or where your game might fit? Check the FAQs below for answers to the most common questions — and if you’re still unsure, you can always reach out.
Playtesting
What types of games do you test?
Board and card games at prototype or near-final rules stages (solo, co-op, competitive). No video games.
Do you test physically or digitally?
Digitally. We run remote sessions; Tabletop Simulator is our default.
Can you use Tabletopia instead of TTS?
Yes, by exception. Note it in intake and we’ll confirm feasibility.
How many players are in a session?
Typically 3–5 vetted players per session, matched to your target audience.
Can I watch the playtest live?
Yes. You can observe quietly, or skip and review the recording and notes later.
How soon will a playtest be scheduled after the intake?
After completion of the intake process, we typically schedule the first playtest session within 7-10 days. This may be delayed due to holidays and special requests.
I don’t have a TTS mod. Can you build one?
We can quote a lightweight TTS build so testing can proceed smoothly.
What exactly do you test?
We test every aspect of a board game that we can think of.
What do you need from me before testing?
A short intake, your current rules draft, any aids, and test goals/success criteria.
What do I get after a session?
A concise report: one-page summary, prioritized backlog, rubric scores, quotes with timestamps, and appendices. Highlights reel on request.
How fast is the Quickstart report?
48–72 hours after the session. Longer packages list timelines up front.
Who are the playtesters?
Pre-screened players with relevant experience; we recruit to match your audience.
Will testers sign NDAs and are sessions recorded?
Yes, we run consent and NDAs. Sessions are recorded for accurate reporting. All sensitive data is kept secure as per our Privacy Policy.
What if I start with Quickstart and need more?
You can upgrade to Deep Dive with full credit within 14 days.
What time zones do you operate in?
We have playtesters all over the world, and schedule to match their availability. We can coordinate with you if you wish to join the session.
Can you help test specific rule variants or balance questions?
Absolutely. For Deep Dive and Campaign Prep we plan variant probes and targeted measurements.
Playtest Metrics
Are metrics included, or is this an add-on?
Included. Every BBL playtest comes with a 1–5 scorecard, anchors, and evidence. No extra fee.
What does a 1–5 score actually mean?
We use plain-English anchors:
5 Excellent · 4 Good · 3 Acceptable · 2 Weak · 1 Critical.
Each category has examples so scores aren’t guessy.
Do you just “rate the fun”?
We capture a player-reported fun check, but we mainly score the signals that drive it: clarity, pacing/downtime, decision load, fairness, and fit with your intent.
How do you keep scores from being subjective?
Anchors + receipts. We score against clear definitions, calibrate before sessions, and tie scores to timestamps and quotes so you can see what prompted them.
Can you weight scores to my goals?
Yes. In intake, you tell us what matters (e.g., onboarding vs. late-game depth), and we weight categories so your roll-up reflects those priorities.
Can you compare versions (before/after)?
Absolutely. Retest a change and we’ll show what improved, stayed flat, or slipped—plus the moments that explain why.
How do you measure pacing and downtime?
We note when players wait or stall and link those moments to your timeline. If your module is in Tabletop Simulator, we can optionally add light timers for setup, teach, turns, and phases.
What if my game doesn’t fit the rubric?
We’ll adjust categories and anchors. For example, a party game may lean less on “decision load” and more on “table energy” and “turn clarity.”
How many sessions do I need for useful metrics?
One session gives you a helpful snapshot. Two to three sessions make trends clearer. More than that is great when you’re actively iterating.
Who are the testers, and does that affect scores?
We match testers to your genre/complexity and keep the rubric constant. Scores reflect observable signals, not player taste alone.
Can I get the raw data?
Yes. We can share a simple tracker (Airtable or CSV) with category scores, notes, and links to moments.
How fast do I get the scorecard?
Within 48–72 hours after each session, alongside your playtest report.
Will this make my report longer (and harder to read)?
No — your scorecard is one page with a short summary and the “Top 5 fixes.” Deeper evidence lives behind links so you can drill down only where needed.
Can you include my own questions or house rubric?
Sure. Share what you use and we’ll map it to our categories or run both in parallel.
Is my data private?
Yes. Your materials and metrics are confidential. We’ll sign an NDA if you need one.
Rules & Systems Development
Which package should I pick?
If clarity is the blocker, start with Clarity Kit. For math and pressure points, Balance Builder. If you need surgical fixes across core loops, Core Systems Upgrade. Multi-session/progression issues point to Campaign Ready. Not sure? Book a 15-min fit check.
What exactly do I get?
A mapped set of changes (A/B-ready where useful), a Next-Test Plan with acceptance targets, any promised worksheets/models, and a live working session to apply decisions. Packages that include checks deliver logs and a short change memo.
How fast is turnaround?
Typical ranges: Clarity Kit ~1 week; Balance Builder and Core Systems Upgrade ~1–2 weeks; Campaign Ready ~2–3 weeks. Complexity and asset readiness can shift timing.
What do you need from me to start?
Your current rules (doc or PDF), component list, goals and pain points, recent playtest notes (if any), and access to a TTS mod or PnP files. A short “what success looks like” note helps.
What’s a “Studio-moderated Table Check”?
A short, focused session with external players to validate a change or instruction — not a full playtest. You get objective notes, timestamps, outcomes, and immediate recommendations.
How do A/B toggles work (TTS/PnP)?
We deliver switchable variants (e.g., reward rates, costs, thresholds). In TTS, you’ll get labeled states or parameter sheets; in PnP, clearly marked pages. Your Next-Test Plan tells you when to use A vs. B and how to read results.
What do “probability sanity checks + threshold tuning” cover?
We verify odds and distributions on the few levers that matter — success tests, drop tables, spawn/rarity, upgrade success — and tune thresholds to hit target difficulty bands.
Will you rewrite my rules?
Clarity Kit includes a restructure of the teach and critical sections plus a Quick-Start and mini-guide. Deeper rules rewrites beyond that can be scoped as add-ons.
How do you measure success?
Your Next-Test Plan includes acceptance targets (e.g., win-rate window, time-to-first choice, resource surplus caps) and simple instrumentation so you can verify in one session.
Do you handle asymmetry, campaigns, or expansions?
Yes. We map loops per faction/role, check snowball/hoarding risks, and for campaigns set chapter-level thresholds. Expansions get compatibility checks and flagged interactions.
What tools do you work in?
Google Docs/Sheets, Notion (on request), and Tabletop Simulator for builds. Deliverables are TTS- and print-and-play-ready where specified.
Will you test with my team instead of external players?
Yes — Table Checks can be run with your group if that’s the goal. We’ll still moderate and log outcomes.
Is my IP protected?
Absolutely. We can sign a mutual NDA; you retain all rights to your game and materials.
What if we need another iteration?
Each package lands you at a testable state. If a further cycle is needed, we can extend hourly or roll into the next package — your call.
TTS Build
What files do you need to start?
A folder with your boards, cards, tokens, logos, and any fonts; plus a short note on player count, turn flow, and setup. If your assets aren’t export-ready, we can handle prep as an add-on.
Do I need to own Tabletop Simulator? Do testers?
Yes — TTS is required to open and play the module. We’ll deliver a private save or an unlisted Workshop item with simple access steps.
How do pricing and timelines work?
We quote based on scope after intake, with package starting prices to guide you: Prototype Import $1,200 (3–5 business days), Test-Ready Build $2,500 (1–2 weeks), Advanced + Scripting $3,500 (1–2 weeks, complexity-dependent). Final quotes reflect your files and goals.
What exactly is included in the build?
Assembly of boards/cards/tokens; decks and bags; zones and snap points; camera bookmarks; private delivery; a concise README and changelog; and one included revision after your review.
What counts as the “one revision”?
A single round of adjustments to polish ergonomics or swap assets of similar complexity. New features, large content changes, or added scripting are additional scope.
Can you add scripting or automation?
Yes. We scope helpful buttons (setup/reset, deal, counters), A/B toggles, and light analytics pings. Heavier automation fits the Advanced + Scripting scope or a Custom Automation add-on.
Can you set up save states or scenarios (setup, midgame, demo)?
Absolutely. We can include common scenarios and matching camera sets so sessions start in one click.
Will the build be private? Can you publish to the Workshop?
By default we deliver a private TTS save. If you prefer an unlisted Workshop item, we can publish to your account or ours and add collaborators — no public posting without your OK.
Who owns what?
You retain ownership of your game content and supplied assets. We retain rights to generic tools and utility scripts, which we may reuse, while your bespoke build and configuration are yours.
Can you sign an NDA?
Yes — standard mutual NDAs are fine. Send yours, or we can provide a simple template.
My assets are rough. Is that a problem?
Not at all. We build for play, not a gallery. If you want us to clean or slice files for TTS, the Asset Prep add-on covers that.
How do future updates work if my game changes?
Send the new files and a quick change log; we’ll quote a small update. Because you get a README, organized source folder, and versioned handoff, updates stay painless.
Do you host or recruit playtests?
We can run studio-moderated tests through our Playtesting service and hand back a tidy report and ranked backlog. If you just want the build, that’s fine too.
Can you build for Tabletopia instead of TTS?
By exception, yes. Some features differ; we’ll scope what’s feasible and quote a port.
How do you ensure the build runs smoothly on most machines?
We keep assets efficient, lock physics where sensible, and can do a Performance Pass add-on to compress heavy art and tidy colliders if needed.
What’s a “studio smoke test”?
A short internal run to catch rough edges before you review. You get a quick note list and we tighten the build.
Can you include a quick teach or onboarding guide?
Yes — at minimum you’ll get a concise README. We can also create a 5–8 minute screen-share teach video as an add-on.
Can you support expansions or variants?
Yep. We can design trays, save states, and A/B toggles so variants stay tidy without duplicating the whole table.
What if I need the module this week?
Tell us your deadline. If the files are ready and scope is light, we can often turn a Prototype Import in 3–5 business days; we’ll confirm feasibility at intake.
Prototyping
Prototype
What exactly do you mean by “prototype”?
A clear, test-ready version of your game’s components — cards, boards/mats, icons, tokens, and UI — built to answer design questions quickly. It’s not final art or layout for publication.
Do you make physical prototypes?
We provide digital PnP files (print-friendly PDFs and dielines) you can print at home or via a service. We don’t handle printing or shipping.
Can I use the prototype art in my final game?
We don’t recommend it. Prototype art is intentionally simple and labeled “Prototype.” Use it to learn fast; hand the included SVG/icon set and specs to your illustrator for the final look.
What do you need from me to start?
A component list, your top questions (what you’re trying to learn), constraints (player count, teach goals, accessibility), and any existing assets you want us to reference.
How fast is a typical prototype?
Depends on scope and asset readiness. Simple card+icon passes go quickly; multi-board builds or complex icon systems take longer. We’ll give a scoped timeline after a short brief.
How are prototypes delivered?
Do you set up A/B testing?
Yes. We include light variants/toggles so you can compare wording, costs, or layouts without rebuilding the table.
Is accessibility considered?
On request, we run quick checks for contrast, icon redundancy, and color-blind safety, and include notes for future art.
Can you integrate my existing art or icons?
Yes, but we’ll still label the build as a prototype and keep clarity as the top priority (size, contrast, hierarchy). If something reduces readability, we’ll flag it.
Do you also run playtests?
We can. Prototyping pairs well with our Quickstart Playtest for fast, outside feedback. If rules/loops need work, we can loop in Rules & Systems support.
AI Use
Do you use AI images?
We may use AI to draft placeholder iconography and textures or to speed layout exploration — then we edit by hand for clarity and consistency. Final games should replace any AI-assisted placeholders with illustrator-made art.
Is it legal to use AI-assisted assets in a prototype?
For prototyping purposes, yes: our use is focused on non-final, functional placeholders. We avoid prompts or outputs that imitate living artists, brands, or protected IP, and we keep a provenance note in the changelog.
Will my game train anyone’s AI model?
No. Your files remain private. We don’t opt your materials into model training, and we scrub prompts of project details.
How do you avoid IP lookalikes?
We design original, generic shapes (e.g., resource pips, arrows) and avoid trademark-adjacent language. If something feels close, we redraw it.
Who owns the prototype assets?
You receive a license to use the prototype assets for development, playtesting, pitching, and internal docs. Our internal templates and libraries stay ours. For anything custom we create, you’ll have rights to use it in your game; we still recommend replacing placeholders with final art before publishing.
Can I commercially publish with AI outputs from the prototype?
We strongly advise no. Treat AI-assisted visuals as temporary. When you’re ready to publish, replace them with commissioned art and final layout.
Will you sign my NDA?
Yes. If you don’t have one, we can provide a simple mutual NDA.
Scope - Pricing - Changes
How do you price this work?
Scope varies widely, so we quote after a short brief. You’ll see what’s included, timeline, and any useful add-ons (playtest, scripting, etc.).
What if my scope changes?
No stress. If goals shift, we’ll re-scope together before proceeding — no surprises.
Do you offer support after delivery?
Yes. We include a short window for minor fixes and can schedule additional iterations or variants as you learn from tests.
Platforms & Files
Is this only for Tabletop Simulator?
TTS is our default for speed and stability. If you need Tabletop Playground or Tabletopia, tell us in the brief — some features may differ.
What file formats do I get?
SVG/PNG for components; PDFs for PnP; and a TTS save/workshop item (private). Fonts and any licensed assets are referenced with usage notes.
Can you hand off to my illustrator or layout designer?
Gladly. We’ll pass along the SVG/icon set, style tokens, and redlines so final art swaps in cleanly.
Leave a request
Still have questions?
If the FAQs didn’t quite cover what you’re wondering about, send us a note. Tell us a bit about your game and what you’re trying to figure out — we’ll reply with clear answers and next-step options, not a hard sell.