About us
Development decisions deserve evidence, not anecdotes or assumptions
Players have already tested the assumptions your team is debating, in the games they bought and played. Ludopsy turns what they say into evidence.
Vision
A games industry where "players loved it in that game" is a claim you can measure before locking in decisions. We want that evidence to be as easy to reach for as the anecdotes and assumptions it replaces.
Mission
To put research-grade evidence in the room at the moment a development decision gets made. Fast enough to inform the call, rigorous enough to defend it.
Our story

Ahmet Uysal
Founder
- Former Insights Lead, Riot Games
- Former psychology professor
- Lifelong gamer
I've spent my career researching players, first as a psychology professor, then leading insights at Riot Games. One pattern stands out across the industry: games rarely fail for lack of talent. They fail when three things drift apart: the creative direction, the reality of the audience, and the team's ability to execute. The most common gap is the one between direction and audience. Confidence in the direction grows while assumptions about players go untested, and the game ships to great reviews from an audience too small to sustain it.
I've seen firsthand how painful it is for everyone involved to find out at launch that the audience isn't there. Teams do playtest, and every studio should. But playtests leave two gaps. They take time and need something playable, so the evidence often arrives after the decision. And on their own, the results can be hard to read: is what you're seeing great, good, or just normal for the genre?
I've also seen how valuable insights from similar games can be: they show what players already loved, and missed. I started Ludopsy to close both gaps: evidence before you build, from the games players already bought and reviewed, and benchmarks that define what great looks like in your genre.