Independent player-experience practice

Better games begin with
better player insight.

MR.E helps game teams find the friction, understand the why, and turn player feedback into clearer design decisions.

Explore
the work
ERIC MONTEIRO / FOUNDER15+ YEARS IN GAME TESTINGPLAYER INSIGHT → PRODUCT ACTION

Not just what feels wrong.
Why it feels wrong.

MR.E—Meaningful Research. Better Experiences.—is the independent practice of Eric Monteiro, bringing more than 15 years of hands-on game testing and player-feedback experience to product teams.

The work combines the perspective of player, researcher, tester, and product thinker. The goal is simple: see the whole experience, find the signal inside the noise, and give teams feedback they can use.

15+Years testing
player experiences
360°Player, product &
systems perspective
1Clear goal:
make play feel better

From first input
to lasting impression.

Focused reviews for studios that want an experienced outside perspective without a bloated process.

01

Experience reviews

A structured, end-to-end read of the player journey—surfacing friction, confusion, and the moments worth protecting.

02

First-hour audits

Focused analysis of onboarding, early progression, navigation, and the decisions that determine whether players stay.

03

Systems & feature analysis

Practical evaluation of mechanics, loops, UI flows, and quality-of-life opportunities—with recommendations teams can act on.

04

Beta feedback synthesis

Player signals organized into themes, impact, and priorities—turning a wall of feedback into a useful product roadmap.

WORLD TRAVERSAL / QUALITY OF LIFE

Making the world
easier to move through.

A representative look at how observation becomes an implemented player-facing improvement. Project details are intentionally generalized.

START
PLAYER FRICTION
INSIGHT
REPEATED TRAVEL
SHIP
BETTER FLOW
THE SIGNAL

Travel was becoming task work.

Repeated routes and avoidable backtracking were diluting the pace of play, especially for players returning to familiar locations.

THE READ

The problem wasn’t the world. It was access.

The environment had value; the interaction cost did not. The opportunity was to preserve discovery while reducing repetitive traversal.

THE OUTCOME

A practical QoL feature, implemented.

A clearer traversal solution moved from observed friction to a player-facing improvement—reducing repetition without flattening the experience.

IMPACT

Less dead time. Clearer movement. More attention left for the game itself.

CASE STUDY 02
WORLD DESIGN / EXPLORATION & DEFENSE

More possibilities
beneath the surface.

Player feedback highlighted opportunities for additional spaces within the game world. Ideas involving basements and underground areas complemented broader design changes that gave players more places to explore, gather resources, and defend themselves.

THE SURFACE KNOWN WORLD
01 / DISCOVERBASEMENT
02 / GATHERRESOURCES
03 / DEFENDPOSITION
DEPTH / UTILITY / CHOICE
THE OBSERVATION

Additional spaces could make exploration more rewarding.

Basements and underground areas offered a way to add variety and discovery without changing the fundamental identity of the world.

THE OPPORTUNITY

Make each new location useful in multiple ways.

These spaces could contain loot and resources while also providing shelter, strategic positioning, and defensive possibilities.

WHAT CHANGED

The game world gained greater depth and utility.

As the game continued to evolve, additional locations expanded the ways players could interact with the world. The resulting spaces supported exploration, resource gathering, and different approaches to survival.

PLAYER VALUE

More places to discover. More resources to uncover. More options for survival and defense.

CASE STUDY 03
PROGRESSION / QUEST & MISSION LOOPS

Understanding how
progression feels over time.

Player feedback highlighted considerations within quest and mission loops, contributing an additional perspective on how the experience could evolve through continued play.

01 / BEGINCORE LOOPLEARN
02 / GROWNEW WEAPONSADAPT
03 / EXPANDABILITIESMASTER
04 / CONTINUEEVOLVED PLAYRE-ENGAGE
QUESTREWARDGROW
THE OBSERVATION

Progression changes how players experience familiar activities.

As players became stronger and unlocked new weapons and abilities, their approach to quests and missions naturally changed. Loops that worked well early in the game could feel different later.

THE OPPORTUNITY

Consider the complete progression journey.

Looking at missions across multiple stages of player growth helped surface questions around pacing, challenge, repetition, rewards, and how effectively new abilities remained meaningful.

WHAT IT HELPED REVEAL

A clearer view of the long-term player experience.

The feedback contributed to a broader understanding of how quests and missions might feel as players continued progressing, expanded their capabilities, and developed more efficient ways to approach the game.

PLAYER VALUE

Progression that feels meaningful. Missions that evolve with the player. New abilities that continue to matter.

Rigorous enough
to trust.
Clear enough
to use.

01

Define the question

Align on the build, audience, constraints, and what the team most needs to learn.

02

Play with intent

Test the experience across player goals, edge cases, system interactions, and real-world behavior.

03

Find the pattern

Separate isolated preference from recurring friction and identify the underlying design cause.

04

Make it actionable

Deliver prioritized findings with evidence, rationale, and practical paths forward.

“Feedback should do more than describe a problem. It should help a team see the next move.”
PLAYER-CENTEREDSYSTEMS-AWAREEVIDENCE-LEDIMPLEMENTATION-MINDED
HAVE A BUILD THAT NEEDS A FRESH READ?AVAILABLE FOR SELECT PROJECTS

Let’s make the
experience click.

Tell me what you’re building, where players are getting stuck, or what you need to learn before launch.

Start a conversation
ericmonteiro824@gmail.com