Seeing the forest for the trees: How to think about workflows when designing tools
2025-11-12 , Italien

When creating plugins, publicly available tools, or in-house one off fixes, it can be easy to shoot for only exactly what the tool is supposed to achieve. However, this can have unforeseen consequences when the tool achieves exactly what it needs on its own, but does not fit within the other workflows that users are working with. The user experience as a whole is important to consider, especially for publicly available tools.


In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (UI) of their tools.

Only previous experience with game development in general will be necessary. Godot itself will not be used for this workshop, so no laptop is necessary. The lessons we will go over are generally applicable for all toolsets and 3D workflows.

Robin-Yann Storm is a freelance Product & UX Designer for Tools. They have worked as a full time Tool UX Designer in the AAA games industry on the Glacier 2 editor on which the Hitman series was built, the Decima editor on which the Horizon series was built, and spent a few years working at Apple on AR creation tools such as Reality Composer and Reality Converter, which has made them well acquainted with the workflows of Pixar’s USD framework.

They have consulted companies both big and small on workflows, tools, and UGC. Next to that, they created and organizes the Tool Design Roundtables, talks at conferences around the world, and has contributed a chapter about Tool Design in the book ‘An Architectural Approach to Level Design, Second Edition’.

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