“Where is this level demanding the most thought?”
See where player effort peaks across the level.
We record brain activity and body signals during gameplay, then show game studios where players have to think harder, where pressure builds, and which moments affect them most.
Players showed a measurable difference between making a plan and watching.
All 7 players showed the same pressure pattern during gameplay.
Major gameplay failures were distinguished from minor mistakes.
Synapsym adds brain and body measurement to playtests, so teams can inspect what behaviour alone cannot explain.
See where player effort peaks across the level.
See where pressure keeps stacking up.
Compare weak and strong player reactions to failure.
The goal is simple: add evidence where clicks, completion times, and interviews leave a gap.
Neuroscience fills the gap between what players do and what they say afterward by directly measuring the player’s response.
We measure changes in brain activity while the player is making decisions and moving through the game.
We measure physical responses that show when pressure or a major event is landing strongly.
We line the measurements up with the exact moments in the playtest, so the studio can see where the experience changes.
No neuroscience knowledge is required. The player plays normally while Synapsym records brain and body signals and matches them to the game timeline.
Run a normal playtest with the real game.
Record brain activity and body signals while the player plays .
Line those measurements up with the game timeline.
See where thinking, pressure, and strong player responses change.
Synapsym maps player response onto the game timeline, so studios can see exactly where something changed and what was happening in the game at that moment.
We are building a neuroscience-informed AI interpretation layer, grounded in games research, to turn measured patterns into clear, reviewable observations about the playtest.
This section is comparatively quiet; measured player response stays low across the sequence.
Measured player response declines as this section continues.
A marked response follows the repeated failure sequence.
The current dataset includes 7 players, 3 kinds of games, 7.7 hours of recorded play, and 1,255 measured moments.
Across all players, the system identified when players were making decisions rather than watching 76 times out of 100. The best individual result reached 90 out of 100.
All 7 players showed the same pressure pattern during gameplay.
The system distinguished major failures from minor ones 84 times out of 100.
Our main results were checked on players the system had not seen before. We challenged each finding with additional checks, and removed it when it failed.
We do not label emotions, decode thoughts, diagnose people, or score individual players. We measure responses during gameplay that we can test and defend.
We’ll show you what brain and body measurement can add to the telemetry and player feedback you already have.