Game Breaker

Game Breaker

Game Breaker

Role:

Sole Designer & Researcher

Duration:

4 Months

Tools:

Figma, Sketch, Miro, Zotero

Scope:

Design Intervention, Player Motivations, Physical Ideation Tool

Three cards, one purple with a game controller that says "player", a black one that says "glitch", and another grey one with pink and blue text "Game Breaker."

Role:

Sole Designer & Researcher

Duration:

4 Months

Tools:

Figma, Sketch, Miro, Zotero

Scope:

Design Intervention, Player Motivations, Physical Ideation Tool

Context

Game developers patch glitches by default, but players often love them. Over 4 months, I researched why players seek out bugs and built a physical card deck to help game creators explore glitches as intentional design opportunities.

Goal

Design a tool that allows game designers and developers explore glitches in their games as opportunities for fun features that different kinds of players already enjoy.

Outcome

A research-backed ideation card deck that helps game developers shift their perspective on glitches by roleplaying as different player types to explore how glitch-like mechanics could become intentional design features.

What the tool is designed to change

Developer mental models

From "glitches are problems" to "glitches are opportunities worth evaluating."

Player perspective-taking

Designers roleplay as actual player types (not imagined users built on assumptions) during ideation sessions.

Pre- and post-production value

Works both for exploring discovered glitches and for generating feature ideas before development begins.

Creative unblocking

Random card draws force unexpected combinations; a generative constraint that pushes past creative defaults.

Role:

Sole Designer & Researcher

Duration:

4 Months

Tools:

Figma, Sketch, Miro, Zotero

Scope:

Design Intervention, Player Motivations, Physical Ideation Tool

Problem Scoping

Developers patch glitches. Players mourn them.

Picture this: you discover a funny exploit in your favorite game that lets you skip a tedious section. You use it for a week — then a patch arrives and it's gone. The developer removed a bug. You lost a feature.


This tension is more common than it sounds. Research from my prior study, The Impact of Glitches in Games, showed that many players find genuine enjoyment in glitches — using them to customize difficulty, speed-run content, or simply have fun. Yet developers almost universally treat glitches as problems to be eliminated, without evaluating whether a given glitch is actually causing harm.

Design Challenge

Design Challenge

"How might we help game creators explore glitches in a playful, creative way as potential additions to their game?"

"How might we help game creators explore glitches in a playful, creative way as potential additions to their game?"

"How might we help game creators explore glitches in a playful, creative way as potential additions to their game?"

Context

Game developers patch glitches by default, but players often love them. Over 4 months, I researched why players seek out bugs and built a physical card deck to help game creators explore glitches as intentional design opportunities.

Goal

Design a tool that allows game designers and developers explore glitches in their games as opportunities for fun features that different kinds of players already enjoy.

Outcome

A research-backed ideation card deck that helps game developers shift their perspective on glitches by roleplaying as different player types to explore how glitch-like mechanics could become intentional design features.

What the tool is designed to change

Developer mental models

From "glitches are problems" to "glitches are opportunities worth evaluating."

Player perspective-taking

Designers roleplay as actual player types (not imagined users built on assumptions) during ideation sessions.

Pre- and post-production value

Works both for exploring discovered glitches and for generating feature ideas before development begins.

Creative unblocking

Random card draws force unexpected combinations; a generative constraint that pushes past creative defaults.

Research

Understanding who seeks out glitches — and why

Before designing anything, I needed to understand player motivations from the ground up. I combined three methods: semi-structured interviews with players, secondary research (academic literature on game design and player psychology), and a social media dive into speedrunning and glitch-hunting communities on Reddit and YouTube.


My research questions stayed focused on behavior rather than opinion — I wasn't asking "do you like glitches?" I was asking what players actually do when they find one, and what drives that behavior.

A Venn diagram showing how player motivations for exploiting glitches overlap with emergent gameplay.

Finding Commonalities Between Glitch Exploitation and Emergent Gameplay

While doing thematic analysis, I found that the motivations for emergent gameplay and exploiting glitches overlap.

Glitch exploitation and emergent gameplay share the same motivations

Players exploit glitches for the same reasons they invent their own rules: customization, skipping tedious sections, or just for fun. These aren't fringe behaviors; they're natural extensions of play.

Communities turn individual discoveries into shared knowledge

Speedrunners and glitch hunters document and share findings publicly. Each discovery becomes a foundation for the next one, creating a collaborative, scientific-like process built entirely by players.

Player "type" strongly predicts glitch behavior

Using Bartle's four player archetypes, I found that Explorers and Achievers (players focused on mastering game systems) are far more likely to seek out and exploit glitches.

Player types overlap and combine

No player fits neatly into one category. People have primary types but shift depending on context. Any tool for developers would need to reflect this nuance to be genuinely useful.

Co-design

Letting players define what goes in the tool

I knew from research which kinds of glitch behavior existed — but not which specific glitches players would find most interesting or useful to explore. Rather than guessing, I ran a co-design session using Miro where participants completed two activities.

1: Existing glitches

Participants described a glitch they'd encountered in a real game and explained how they felt about it: positive, negative, or somewhere in between.

2: "Ideal" glitches

Building on that foundation, participants then brainstormed what kinds of glitch-like features they'd actually want in a game; a generative leap from "what exists" to "what could exist."

Combining co-design output with secondary research, I identified categories of glitches to include in the final prototype — grounded in real player preferences, not assumptions.

Key Takeaway

Co-design is especially powerful when you need to understand not just current behavior but latent desires. Moving from "a glitch I've seen" to "a glitch I'd want" is a classic divergent prompt. It gives participants permission to imagine beyond what already exists.

Design Challenges

The format pivot that saved the project

The original plan was to build a simple digital game with intentional glitch-like features — a "show, don't tell" demonstration. Two problems killed that idea quickly: deliberately engineering a glitch that behaves in a controlled, non-crash-inducing way is genuinely hard, and building a working game from scratch wasn't feasible in four months.


The next instinct was to write developer guidelines. A professor with game development experience shut that down fast: "Why would you move away from a game to guidelines? That's boring." And they were right. Guidelines tell developers what to do. They don't change how developers think.

Scope Shift

"Show developers glitches can be good" → "Help developers change their mental model of what glitches are."

"Show developers glitches can be good" → "Help developers change their mental model of what glitches are."

That reframing opened the door to a physical card deck: a format that's low-friction to prototype, inherently playful, and well-suited to generative ideation sessions. It lets developers explore glitch potential on their own terms without being told what conclusions to reach.

Changing someone's mental model is a fundamentally different goal than informing them or teaching them a skill. Tools designed to shift perspective need to be exploratory by nature — not prescriptive. When you catch yourself writing rules, ask whether you're actually trying to facilitate discovery instead.

The Solution

GameBreaker: a card deck for exploring play from the inside out

GameBreaker is a physical card deck built around one core interaction: roleplaying as different player types while constructing gameplay scenarios that involve glitch-like mechanics. The tool works in two modes — exploring how existing discovered glitches might be reframed as features, or generating entirely new game ideas from scratch before a line of code is written.


The deck has two card types. First, Player Cards, which correspond to Bartle's four player archetypes — Explorer, Socializer, Achiever, and Killer. Users pick one (or combine several) and adopt that player's perspective for the session, essentially roleplaying that player like a character in DnD. Then, Game Component Cards, which include Game Mechanics, Glitch Types, Game Genre, and Game Rules. These can be chosen intentionally if a specific scenario is being explored, or drawn at random for open-ended ideation.

A "explorer" card with details on this player type.

Explorer

Continuously seeks hidden knowledge and in-game secrets. Most likely to find and exploit glitches through systematic experimentation.

An "achiever" card with details about this player type.

Achiever

Motivated by goals and completion. Will use glitches strategically to unlock achievements or optimize performance.

A "killer" card with details about this player type.

Killer

Seeks competitive dominance. Will exploit glitches to gain advantage over others — making their perspective essential for multiplayer balance testing.

A "Socializer" card with details about this player type.

Socializer

Cares more about other players than game mechanics. May share discovered glitches as social currency or use them for group laughs.

Every card includes a representational image and guiding prompts — questions that push users to think deeply about how a specific player type would experience a particular mechanic or glitch. This is where the roleplay element comes in: developers aren't just thinking about their game abstractly, they're inhabiting a player's mindset and generating scenarios from that perspective.

Testing

Testing with game developers, not just gamers

I evaluated GameBreaker with game development students: the actual target audience. Each session involved walking through the tool, explaining how it works, and having participants build an example scenario using a player type card. The goal was to understand whether the tool was understandable and whether it actually facilitated the kind of exploratory thinking it was designed to spark.

Checkmark with circle icon.

Built-in instructions made onboarding smooth

Participants found the included instruction cards sufficient to get started without additional explanation, a key signal that the tool can work independently of the designer.

Checkmark with circle icon.

The tool genuinely broke creative blocks

Several participants noted that drawing random component cards forced them to consider combinations they never would have explored intentionally, which is exactly the point. (And the inspiration for the name.)

"X" icon.

The "Developer" persona was removed

The original deck included a Developer card alongside the player types. A participant pointed out the obvious: why would developers roleplay as themselves? Removing it was an easy call, but one that only surfaced through testing, not solo review.

Checkmark icon.

Blank cards were requested

Participants wanted a way to add custom player types or mechanics not covered by the existing cards. This is a common signal in card game design; it means the core structure is sound but the content feels limiting.

Lightbulb icon.

Example use cases in the instructions helped significantly

Abstract instructions are harder to act on than concrete examples. Adding a sample scenario walkthrough to the instruction card gave participants a mental model for how to use the tool before they had to use it themselves.

Reflection

What this project taught me

Designing to change a mental model is different from designing to solve a problem

Most UX work is about removing friction or closing a gap. This project was about shifting how a group of people fundamentally categorize something. That required a completely different design approach: instead of building a better workflow, I built a space for reframing. Understanding the difference between these goals is what unlocked the right solution.

Knowing when to give up control

My first instinct was to tell developers how to handle glitches. I had research to back it up. But that would have been telling, not enabling. Glitches are too varied and context-dependent for a one-size-fits-all approach. The best I could do was create conditions where developers could reach their own conclusions. That's harder to design, and more valuable when it works.

Sample size shapes what claims you can make

One question from the final presentation stuck with me: "Why did you use Bartle's player types instead of creating your own?" The answer was sample size. I didn't have enough interview data to develop new typologies from scratch, so I used existing validated research as a foundation. That's a legitimate methodological choice, but it's one worth naming explicitly rather than glossing over.

Next Steps

The highest-priority next step would be testing with game developers at studios of different sizes, from indie solo developers to larger teams, to see whether the prompt content on the cards holds up across very different contexts. Beyond that: a digital version of the deck (building card interactions natively is a compelling UX challenge in itself), and enough data to develop original player type research rather than leaning on Bartle's 1996 framework.

View Some of My Other Work

View Some of My Other Work

View Some of My Other Work

Let’s Work Together :)

Jessica Backus - 2026

Let’s Work Together :)

Jessica Backus - 2026

Let’s Work

Together :)

Jessica Backus - 2026