Robin-Yann Storm, & Tools Designer
  • Portfolio
  • Curriculum Vitae
  • About Me
  • My Level Design Process
Below is a selection of videogames and videogame content I have worked on. 
I can be contacted at RobinYann.Storm(at)gmail.com via e-mail, or @RYStorm on Twitter 

TOOL DESIGN


REALTIMECSG

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I performed feedback sessions with the creator of RealtimeCSG, which is a level editor for Unity. I gave UX/UI improvements, and did general QA to both improve the functionality of the editor as well as its workflow.
MORE ABOUT REALTIMECSG

GLACIER

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I worked as a tool designer at Io-Interactive where I made sure the editor & engine for Glacier, the in-house toolset, is not only functioning well, but is also great to work with, so that the developers were happy and could work faster.
MORE ABOUT GLACIER

SABRECSG

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I performed feedback sessions with the creator of SabreCSG, which is a level editor for Unity. I gave UX/UI improvements, and did general QA to both improve the functionality of the editor as well as its workflow.
MORE ABOUT SABRECSG

​GAMES


HITMAN

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Position: Tools Designer (Additional)
Systems:
 PC, Xbox One, PS4, Linux
MORE ABOUT HITMAN

FRU

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Position: Game & Level Designer (Concept & Pre-Prod)
Systems: PC, Xbox One, with Unity
MORE ABOUT FRU

LEVELS


CP_DRAG

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Game: Team Fortress 2 
Position: Level Designer
System: PC, with the Source Engine
MORE ABOUT CP_DRAG

DE_MEAT​

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Game: Counter Strike: Global Offensive
Position: Level Designer & Producer
System: PC, with the Source Engine
MORE ABOUT DE_MEAT

DM_SILOS

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Game: UDK, Unreal 3
Position: Level Designer
System: PC, with the Unreal Engine 
MORE ABOUT DM_SILOS

GAME DEVELOPMENT TALKS


GDC 2014

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Together with Mattia Traverso I presented FRU at the Experimental Games Workshop at GDC 2014. 
A recording of the talk can be found here
Our presentation starts at 01:52:58
WATCH THIS TALK

GDC 2015

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I was a part of the Education Soapbox session at GDC 2015. 
A recording of the talk can be found here
My presentation starts at 29:40
WATCH THIS TALK

GDC 2016

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This talk is about Unreal, Hammer, Unity, The Creation Kit and 3ds Max and how they can improve from a UX & UI point of view.  
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A recording of the talk can be found here
WATCH THIS TALK

AWARDS


 'DE KLEINE UIL'

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FRU won the national award for best jam game in 2014

MICROSOFT E3 2014 SHOWCASE

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FRU was award a booth by Microsoft at E3 to showcase

​GAMESCOM 2013 SHOWCASE​

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RU-PAM was awarded a booth at Gamescom to showcase 

EXTRA


 

MY LEVEL DESIGN PROCESS

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How do I make sure the levels I create are both fun to play and fun to look at it? 
SEE MY LEVEL DESIGN PROCESS

CURRENT PROJECT: VR 

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I'm working on a Vive project with Unreal in my free time! 
 

GAME DEVELOPMENT ARTICLES


MAKING GAMEPLAY ENGAGING BY USING ANIMATED COVER

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This article is about the animated cover system I made to improve the fun, and engagement, of shooter games.
READ THIS ARTICLE

BETTER GAME DESIGN USING THE SCIENTIFIC METHOD

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This article is about the research and development system I used to create an animated cover system.
READ THIS ARTICLE

THE IMPORTANCE OF UX IN EDITORS & TOOLS

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This article is an addendum to the talk I gave at GDC 2016 about editor & tool design.
READ THIS ARTICLE

E-mail

RobinYannStorm@gmail.com

Twitter

@RYStorm
© COPYRIGHT 2016. ALL RIGHTS RESERVED.