This presentation will discuss how Key Lime Interactive, a usability research firm, and THQ, a video game publisher, evaluated how best to leverage eye-tracking for game usability research. We will discuss the benefits of eye-tracking applications in game research and development, as well as the design and findings from our first study. Additionally, we will share the lessons learned in conducting this kind of research. Our case study will include an overview of the methods employed in our initial test sessions, the decision-making process that led to these methods, and a review of their efficacy. Specifically, we will discuss what questions or issues in video game design are most appropriate for exploration through use of eye-tracking, and how our methods were tailored to the needs of this unique domain. We will describe our selection of techniques such as the "think aloud protocol" and/or "retrospective protocol" for gathering insights from players during the session. We will review the differences between such methods, and the implications of each for games usability research. Also to be discussed is the selection of participants, and the thought process behind finding the right user profile to achieve the goals of the study. For this study, we selected SMI Vision for our eye-tracking technology provider, and we will discuss what to expect when using SMI to conduct user research. We will discuss how we used the data generated from the study to come up with actionable recommendations that could be used to provide measurable improvements in usability. Finally, we will conclude with lessons-learned and insights regarding the use of eye-tracking for games as well as other domains and applications.