When you navigate the menus of Euro Truck Simulator 2 or American Truck Simulator, there is a complex, behind-the-scenes process ensuring that every interaction feels intuitive. SCS Software has pulled back the curtain on its UI/UX Quality Assurance team, detailing how they refine the interface for a wide range of platforms, including PC, Steam Deck, VR, PlayStation, and Xbox Series X/S.
Quick Facts
- The UI/UX QA team supports both Euro Truck Simulator 2 and American Truck Simulator across all supported platforms.
- The team uses internal playtesting, including eye-tracking technology, to observe how players interact with new features.
- Feedback is processed through qualitative coding and thematic analysis to identify recurring player issues and patterns.
- The team is involved from the early design document stage to ensure accessibility and clarity before a feature is ever programmed.
From Design to Implementation
According to Petr, Console & UI/UX QA Lead, the process begins long before a feature is playable. The team works closely with the Game Design department to analyze proposed changes, asking critical questions about accessibility, legibility on smaller screens, and overall intuitiveness. Once a prototype is ready, the team must balance the knowledge of a developer with the perspective of a newcomer who has never touched a simulator before.
Senior UI/UX Tester Jan notes that this stage requires testing the feature from multiple angles: the veteran truck simulator fan, the hardcore gamer, and the real-world trucker playing on a handheld device during a break. This broad demographic approach ensures that the design remains functional regardless of the player's experience level.
The Role of Internal Playtesting
To validate designs, the team conducts internal playtests where employees unfamiliar with the specific design document are invited to test new features. These sessions use detailed scenarios to simulate a regular gameplay loop. By employing eye-tracking technology and post-test questionnaires, the team gathers data on what players notice and where they experience friction.
When playtesting reveals deep issues, the team returns to the drawing board. A recent example of this was the redesign of the Skip Time/Rest feature. Initially, the division between Fatigue and Mandatory Break mechanics was confusing to players; the team completely reworked the feature based on this feedback to ensure it felt intuitive.
The Value of Community Input
The team emphasizes that player feedback remains a cornerstone of their development process. While they cannot implement every suggestion due to technical constraints, engine limitations, or licensing agreements, they maintain extensive documentation of player requests. As Petr explains, the goal is to prevent "tunnel vision" by constantly challenging designs with fresh perspectives—often provided by the community itself.
Whether it is something as large as a new gameplay mechanic or as specific as improving the visual representation of graphics settings, the UI/UX QA team views their work as a bridge between the player and the machine, ensuring the experience remains as enjoyable as possible for the entire trucking community.

