Sometimes a Simple Tool is Enough

Oct 22, 2026

What if one of the most impactful improvements to a game development pipeline took only a week to design? In this episode, Robin-Yann Storm, tool design director and former developer at IO Interactive, Guerrilla Games, and Apple, shares how a simple usability issue with a 3D transform gizmo led to a lasting productivity improvement used years later. Along the way, he discusses tool UX, user research, the dangers of assumptions, and why every game studio should consider creating "gyms, zoos, and museums" to make assets, systems, and workflows easier to discover and use.