Unity Technologies · Mixed-methods research

Mapping the hobbyist modder's profile and journey

Three Unity product teams were building tools to let players customize games, whatever their coding skills. They shared a target user, but not a shared understanding of them. I led mixed-methods research to create a profile and journey map of the hobbyist modder that every team could build on.

The problem

Several teams targeting the same players, with no shared, evidence-based picture of them.

My role

Lead researcher; combined two studies into one, aligning 3 product teams and design leadership.

What I did

Interviews, an at-home journey activity and a survey of 55 players.

The impact

A shared modder profile and journey map, used across product teams.

The key insight

Sharing a mod was the most rewarding moment, yet most modders never published, because they didn't think their work was good enough. Getting there depended on other people: playtesters, and friends with the skills they lacked.

A player at a PC with a headset, playing a game
  1. 01The question
  2. 02How I studied it
  3. 03What we learned
  4. 04From insight to decision
  5. 05What I took from it
01 · The question

What would it take for more players to mod their games?

Each team had its own picture of the player who likes to customize games. Without shared evidence on what drives these players and where they get stuck, teams worked in silos and risked building inconsistent experiences. The study was part of a wider effort to give teams shared user profiles and journeys.

  1. Questions 1–2 · The modderWhat motivates players to mod, and what frustrates them?
  2. Questions 3–4 · The journeyWhat are the stages of modding, and how does each one feel?
  3. Questions 5–6 · Beyond today's moddersWhat do modders play, and what stops other players from starting?
02 · How I studied it

Interviews, an at-home journey activity and a survey

A study of players who mod first-person shooter games was already planned, so I combined the two. One recruitment and one set of sessions served both, on a research platform another team had funded. The interview participants all played and modded shooters; the survey then widened the picture to players of every genre. Combining saved time and budget, at the cost of more complex planning.

In-depth interviews uncovered motivations, pain points and the stages of the journey. An at-home activity then captured each stage in detail, and a survey tested the findings at scale and reached players who don't mod.

In-depth interviewsModders of every skill level: motivations, pain points and each stage of their modding journey
Journey activityEach stage logged at home: goals, tools, collaborators, feelings
Survey55 players, 24 of them modders
Profile and journeyShared artifacts for every team

Who we interviewedModders with a range of skills: some used built-in game tools with little or no coding, some modded through code, and some came up with ideas for others to build.

03 · What we learned

Sharing was the reward, but quality held most modders back

Try it: walk through the modding journey Simplified view

How modders felt at each stage, and about their tools.

Tap any stage name to see what modders were trying to do, where it got hard, and what they said. Swipe the chart to see all 9 stages.

How the stage feltHow the tools felt
Also in the full journey map, for each of the 9 stages
GoalActionsCollaboratorsChallengesBenefitsToolsNeeds and opportunities
21 of 24surveyed modders mod to personalize their game

Modding is about making the game your own

Personalizing came first, followed by the joy of programming, creativity, a sense of control, better performance and replayability. Novices started with visual changes they could see right away, then moved on to gameplay.

10 of 24lacked the technical skills they needed

Skills and tools held modders back

As many found modding tools hard to use. Finding playtesters and fixing bugs came next. Many collaborated to fill the gaps, handing stages to friends with coding or art skills.

27 of 32players who don't mod wanted to try

Interest was there; the barrier was the learning curve

Lack of technical skills and the time needed to learn stopped most from trying. Those who tried and stopped found the process complex and overwhelming.

Most modders also kept their mods to themselves, either because they didn't feel the quality was good enough, or because the mods felt too personal to interest anyone else.

My central recommendation

Help modders reach a mod they're proud to share

The creative stages already worked. Modders got stuck on quality: implementing, playtesting and fixing bugs, often without the skills or the people they needed. That gap kept many mods from ever being shared.

Close the quality gap
  • Easy built-in tools for people who don't code
  • Interactive, visual tutorials inside the tools
  • Help tracking down and fixing bugs
Bring in other people
  • Built-in collaboration for ideas, design and art
  • Help finding playtesters
  • Community support and feedback before publishing
04 · From insight to decision

A modder profile and journey map for the product teams

I turned the findings into a hobbyist modder profile and a stage-by-stage journey map (simplified in section 03), with needs and opportunities at each stage. Product teams used them to understand the players they were all building for.

Simplified view The hobbyist modder profile

The hobbyist modder

A player who loves games and customizes them, in content, visuals or code, for a better experience for themselves and others.

Skills
Technical
Artistic
Works with
ProgrammersVisual artistsPlaytesters
Goals
  • A version of the game that matches their taste
  • Better performance
  • More replayability
Motivators
  • Personalizing the game
  • Expressing creativity
  • Feeling empowered
Needs
  • Interactive, visual tutorials for built-in tools
  • Access to playtesters
  • Collaborators with the skills they lack
Pain points
  • Missing coding or art skills
  • Complex tools and time to learn them
  • Tracking down and fixing bugs
More from the full profile

A gamer who loves games and is drawn to customizing them, in content, visuals or code, to create a fun, different or better experience for themselves and other players. They playtest and troubleshoot their work, and publish mods to share with the community.

Shared understanding

One picture of the modder

Product teams built on the same profile and journey instead of separate assumptions.

Product direction

Insights for development

Popular genres, what to mod and what blocks newcomers informed product development.

Research practice

Shared user artifacts

The profile and journey joined the research team's library of user artifacts, after peer review.

05 · What I took from it

The trade-offs of combining two studies

  • Combining has a costOne recruitment served two studies, but screening and interviews had less time, and gaps opened between the sessions, the journey activity and the analysis.
  • Order methods on purposeRunning the survey after the interviews let me test the findings at scale, but I couldn't follow up on what the survey raised.
  • Check the platform earlyThe research platform's rules on sharing outside files delayed the journey activity. The lesson: check these limits before the study design is final.

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