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Robin Yann StormRobin Yann Storm

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’.

At GodotFest 25, Robin-Yann will present two sessions. First, a workshop on designing workflows when creating tools, covering holistic user experience, asking deeper questions about user feedback, calculating ROI for tooling work, and understanding how tooling needs change over time. Second, a talk on in-game documentation using “Gyms, Zoos, and Museums” - interactive levels that serve as documentation for artists, designers, and developers, making information accessible and contextual within the game environment.

Sessions at GodotFest 25

Gyms, Zoos, and Museums: Your documentation should be in-game
Talk
25 minutes
English
This session will be recorded
Learn how to create in-game documentation that players actually use
Robin Yann Storm Robin Yann Storm
Seeing the forest for the trees: How to think about workflows when designing tools
Workshop
120 minutes
English
This session will NOT be recorded
Session at GodotFest 25
Robin Yann Storm Robin Yann Storm

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