Neurotech for game studios

SEE WHAT
PLAYERS CAN’T
TELL YOU.

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.

Brain activity + body signals Measured during real gameplay Matched to the game timeline
76% accuracy · active play vs. watching

Players showed a measurable difference between making a plan and watching.

Consistent across all 7 players

All 7 players showed the same pressure pattern during gameplay.

84% accuracy · major vs. minor failures

Major gameplay failures were distinguished from minor mistakes.

Questions game teams already ask
Rear view illustration of a player wearing a headband while gaming at a PC

Answer the questions telemetry can’t.

Synapsym adds brain and body measurement to playtests, so teams can inspect what behaviour alone cannot explain.

01

“Where is this level demanding the most thought?”

See where player effort peaks across the level.

Useful fortutorials · puzzles · strategy sections
02

“Where does the game stop giving players room to breathe?”

See where pressure keeps stacking up.

Useful forenemy density · pacing · wave design
03

“Did that failure barely register, or did it really hit?”

Compare weak and strong player reactions to failure.

Useful forpenalty design · checkpoints · difficulty

The goal is simple: add evidence where clicks, completion times, and interviews leave a gap.

Why Synapsym
Three views of the same playtest. behaviour
memory
measurement
Game datawhat happened
action · time · outcome
Player feedbackwhat they remember
interview · survey · self-report
Synapsymwhat was happening while it happened
brain activity · body signals during play

Telemetry sees the action. Surveys capture the memory. Synapsym measures the response as it happens.

Neuroscience fills the gap between what players do and what they say afterward by directly measuring the player’s response.

01

Brain activity

We measure changes in brain activity while the player is making decisions and moving through the game.

02

Body response

We measure physical responses that show when pressure or a major event is landing strongly.

03

Game timeline

We line the measurements up with the exact moments in the playtest, so the studio can see where the experience changes.

How it works
Illustration of a player wearing a headband while playing on a PC
EEG without the lab friction
One lightweight headband. Normal gameplay.
No gel No electrode cap Natural movement

You run the playtest. Synapsym adds the player layer.

No neuroscience knowledge is required. The player plays normally while Synapsym records brain and body signals and matches them to the game timeline.

01Play

Run a normal playtest with the real game.

02Measure

Record brain activity and body signals while the player plays .

03Match

Line those measurements up with the game timeline.

04See

See where thinking, pressure, and strong player responses change.

What you get

A playtest timeline with the missing layer added.

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.

Example playtestgame events + player measurement
00:0003:0006:0009:0012:0015:00
Player response
vertical marker = game event Illustrative product view
Interpretation layer

From measured signal to a sentence a game team can use.

We are building a neuroscience-informed AI interpretation layer, grounded in games research, to turn measured patterns into clear, reviewable observations about the playtest.

In development
09:20–11:10 · Example
Calm stretch

This section is comparatively quiet; measured player response stays low across the sequence.

13:40 · Example
Response drops

Measured player response declines as this section continues.

18:05 · Example
Strong response

A marked response follows the repeated failure sequence.

Illustrative examples only Not part of the validated results below
Results so far

Three simple questions. Three measurable answers.

The current dataset includes 7 players, 3 kinds of games, 7.7 hours of recorded play, and 1,255 measured moments.

Can we tell when the player is planning actively? STRATEGY GAME · ACTIVE PLAY

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.

76 / 100
90 / 100
50 / 100
Individual results ranged from 66 to 90 out of 100 in the current dataset.
Where does pressure keep building? ACTION GAME · PRESSURE

All 7 players showed the same pressure pattern during gameplay.

7 / 7
See where the game keeps pushing the player.
Which failures actually hit hard? precision game · physical response

The system distinguished major failures from minor ones 84 times out of 100.

84 / 100
50 / 100
Based on 6 players with enough major failure events for this comparison.
Why trust it

We try to break our own results first.

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.

What survivedinternal validation
7 checksWe checked whether the result was just general excitement. It wasn’t.
36 / 42The same signal appeared across different players in 36 of 42 player pairs.
6 removedWe removed six findings ourselves after they failed a check. We didn't report them.
~600 controlled analysesNext step: independent replication
Clear boundaries
EEG graph showing measured brain signals aligned to a gameplay event

Measured signals. No mind-reading claims.

We do not label emotions, decode thoughts, diagnose people, or score individual players. We measure responses during gameplay that we can test and defend.

One useful privacy result: in our current tests, the system could not learn who the player was better than chance.
Synapsym / Neurotech

Bring us the part of your game you don’t understand.

We’ll show you what brain and body measurement can add to the telemetry and player feedback you already have.

Discuss a playtest