Robin-Yann Storm
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rystorm.com
Robin-Yann Storm
@rystorm.com
Product & UX Designer for Tools, Freelance Consultant @ https://rystorm.com/

Previously Apple, Guerrilla, IO-Interactive, and more. Organizes the Tool Design & OpenUSD Roundtables at GDC.

Gets really excited about workflows.
Pinned
Do you hear that your tools are frustrating to use? Do you find it hard to find out what your users want? Do you wonder what low hanging UX fruit your pipeline has?

Let me help you answer all your questions, and teach your team how to build great workflows: Book a free call!

rystorm.com/consulting
Consulting — Robin-Yann Storm, Product & UX Designer for Tools
rystorm.com
Reposted by Robin-Yann Storm
sometimes someone in my discord is is so self-hating, stating as fact such nasty shit, that they become hostile to any kindness at all. "i'm shit and if you say I'm not you're lying to me" type shit. you have to change your outlook before your helplessness becomes real in a way you don't expect
January 12, 2026 at 1:27 AM
Reposted by Robin-Yann Storm
Many months in and I’m an annoyingly big Godot fan. Just a lovely tool, smartly produced and maintained. Excited to see what the next few years hold for it, and happy to be a part of that community. Looking forward to shipping something built with it.
January 11, 2026 at 6:33 PM
Reposted by Robin-Yann Storm
Did a quick video/blog post about how Gears of War 1's train level works, which will surprise few but perhaps interest many

www.joewintergreen.com/how-gears-of...
January 10, 2026 at 10:47 AM
Move fast and fix things
The awful Williamsburg Bridge off-ramp was leveled by
Mayor Mamdani and NYC DOT on Tuesday ahead of a $70 million capital improvement project that will make Delancey Street safer and more navigable for cyclists and pedestrians.

New from @sophlebo.bsky.social: www.youtube.com/shorts/XIZD7...
Williamsburg Bridge bike ramp fixed by Mayor Mamdani and NYC DOT #nyc #urbancycling #bike
YouTube video by Streetsblog NYC
www.youtube.com
January 10, 2026 at 12:32 PM
That thing you’re worrying about so much is going to be fine. Just do it, it’ll be great!

…but that other thing, which you’re not expecting to go wrong, will blow up in your face in ways you cannot even imagine.
January 10, 2026 at 10:13 AM
Reposted by Robin-Yann Storm
I am still waiting for the first UX conference to serve pepperoni pizzas in the shape of an airplane.
I think many people do, which is visible in the enormous posting of the classic pepperoni airplane. 'Data' is simply too easy to fudge
January 9, 2026 at 4:17 PM
If I saw this blocking my path in a videogame I would call it unrealistic.
January 9, 2026 at 10:00 PM
I am still waiting for the first UX conference to serve pepperoni pizzas in the shape of an airplane.
I think many people do, which is visible in the enormous posting of the classic pepperoni airplane. 'Data' is simply too easy to fudge
January 9, 2026 at 4:17 PM
DaVinci Resolve is the king of “Yes you can see the data here but you have to edit that in a different tool context, in a tab, within a tab, in a menu, in a sub menu, with that button without a tooltip, why did you even have to ask?”
UX moment

I wanted to invert the phase of an audio clip in Resolve

is it, an audio effect? RMB menu edit?

no, it's:
1. switch to the Fairlight tab (audio mixing context)
2. in the channel mixer, click the box that says "No Input"
3. select "Path Settings..."
4. click Ø. this button has no tooltip
January 9, 2026 at 2:00 PM
This is great advice, and you see a lot of the same elements reflected by @bippinbits.bsky.social in a talk he gave titled “Don’t ship the wrong game” youtu.be/ki-ItVuRkxM?...

And if you see two successful indie studios give the same advice, then it is a good idea to follow that advice.
January 9, 2026 at 9:28 AM
I can be listening to music on my headphones for hours, but when a Slack or Meets call comes in it will still decide I should listen to that call over the external speakers I never ever use for any calls.

How is this still a thing in 2026? We get 2 billion dollar datacenters, but never any good UX.
January 8, 2026 at 5:57 PM
Yes we have Godot, but what about second Godot?
January 8, 2026 at 4:24 PM
Reposted by Robin-Yann Storm
friends! acquaintances! help!

i'm looking to hire a game designer (living in the Netherlands) to help build games in The Hidden Folks Universe, starting with a sequel to the indie hit game Hidden Folks.

know someone who's a good fit? pls forward this, ty!

hiddenfolks.com/job-opening/...
Job opening: game designer @ Hidden Folks
We're looking for a game designer in the Netherlands to help build games in The Hidden Folks Universe, starting with a sequel to the indie hit game Hidden Folks.
hiddenfolks.com
January 8, 2026 at 12:58 PM
Reposted by Robin-Yann Storm
normalise sharing your in-game debug tools ✊
...and they let me write code and set up the project exactly like I wanted to (loose and bad), which paid off! e.g. the skill system went through several iterations, and none of them took very long because nothing was particularly rigid.

pictured: cheating dashboard
November 17, 2025 at 1:34 PM
Reposted by Robin-Yann Storm
“[…] previously he was the creative director of blablabla, so he knows a thing or two about running huge productions with hundreds of people – and where things need to be improved.”

That’s a very wild assumption you’re making here buddy.
January 8, 2026 at 10:27 AM
Reposted by Robin-Yann Storm
I have 15+ years of game development experience, with an expertise in tool design for 3D editors and OpenUSD workflows.

Work with one of my clients has finished, so my schedule is freeing up at the beginning of February for a long term commitment.
January 7, 2026 at 3:23 PM
Reposted by Robin-Yann Storm
Do you hear that your tools are frustrating to use? Do you find it hard to find out what your users want? Do you wonder what low hanging UX fruit your pipeline has?

Let me help you answer all your questions, and teach your team how to build great workflows: Book a free call!

rystorm.com/consulting
Consulting — Robin-Yann Storm, Product & UX Designer for Tools
rystorm.com
January 7, 2026 at 3:10 PM
Do you hear that your tools are frustrating to use? Do you find it hard to find out what your users want? Do you wonder what low hanging UX fruit your pipeline has?

Let me help you answer all your questions, and teach your team how to build great workflows: Book a free call!

rystorm.com/consulting
Consulting — Robin-Yann Storm, Product & UX Designer for Tools
rystorm.com
January 7, 2026 at 3:10 PM
Reposted by Robin-Yann Storm
You cannot technically explain yourself out of UX issues, please stop trying.

So often I see users bring up UX issues, and programmers then tell them how much work it was to create their product.

It doesn't matter how much work it was!! What matters is if your target audience uses it or not.
January 6, 2026 at 8:24 AM
Reposted by Robin-Yann Storm
What I've observed about UX: the original sin of UX is that it is FUNDAMENTALLY about saving The People In Charge from themselves. This requires telling them that they are wrong. The People In Charge often* HATE being told they're wrong.

*If they lack wisdom and self control, which they often do
"What is the ROI of UX?" is shaped like a question, but it is actually two hostile premises:

1) that UX is sufficiently marginal for its value to be openly questioned

2) that the asker has the authority to judge this question, and practitioners are merely consulted on it, as a matter of courtesy
January 6, 2026 at 4:49 PM
You cannot technically explain yourself out of UX issues, please stop trying.

So often I see users bring up UX issues, and programmers then tell them how much work it was to create their product.

It doesn't matter how much work it was!! What matters is if your target audience uses it or not.
January 6, 2026 at 8:24 AM
That is why I love spatial documentation so much: rystorm.com/blog/the-pow...

You can load up a level you haven't seen in ages, and yet be immediately immersed into the what, where, and why.

Which is also useful in case someone else opens up your levels.
January 5, 2026 at 7:25 PM
Reposted by Robin-Yann Storm
The most surprising thing at this Tool Design Roundtable was that nobody likes their versioning workflow for Unreal. Not a single person there had something positive to say, they all struggled, and nobody was happy.

Does anyone here have a versioning workflow for Unreal that they are happy with?
January 3, 2026 at 4:53 PM
Reposted by Robin-Yann Storm
I just published the notes of the Tool Design Roundtable at Devcom (Gamescom Dev) 2025: rystorm.com/blog/tool-design-roundtable-gamescom-dev-devcom-2025

The topics this year were varied, and overlapped in interesting ways about software architecture, user research, and big green buttons.
Notes of the Tool Design Roundtable at Devcom (Gamescom Dev) 2025 — Robin-Yann Storm, Product & UX Designer for Tools
What topics were brought up, and what was discussed, at the Tool Design Roundtable of Devcom (Gamescom Dev) 2025?
rystorm.com
December 30, 2025 at 5:16 PM
An exceptional writeup of UX, UI, and icon design: tonsky.me/blog/tahoe-i...

A kind of classical look at ‘less is more’ with lots of images to prove the point.
It’s hard to justify Tahoe icons
Looking at the first principles of icon design—and how Apple failed to apply all of them in macOS Tahoe
tonsky.me
January 5, 2026 at 4:01 PM