Robin-Yann Storm, & Tools Designer
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  • Curriculum Vitae
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  • My Level Design Process

REALTIMECSG 

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SABRECSG

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Year: 2015-2016
Position: Freelance Tools Designer
Systems: PC, Unity
Responsibilities: Worked directly with level editor programmers to improve the UX and UI of their respective Unity level editors.
Skills/Software used: Skype, Photoshop, 3dsmax, MS Word, concepting, designing and facilitating feedback interpretation.

Created content: Documentation, feedback, suggested improvements backed up with data and examples from other editors in the games industry, including but not limited to: Improved data visibility on brush sizes, handle use/feel, gizmo use/feel, texture application improvements, workflow improvements, UI sizing and placement improvements.
Notable accomplishments
  • Improved the general toolset of SabreCSG and RealtimeCSG while in direct contact with programmers over Skype.
  • Explained and showcased UX, UI, and workflow issues while using the editors live for the programmers.
  • ​Clearly communicated issues and examples using other editors as well as from level design experience where potential bottlenecks appeared, in a clear fashion so that the problem is understood from a design side as well as from a programming side.
Learning points
  • Communicating design points of view to programmers is best done visually.
  • Better than visually it is done live, with the programmer directly understanding how their tool is used and what the direct impact of certain issues can be.
  • Understanding and knowing as many other editors as possible gives the clearest and bulkiest amount of direct feedback, as comparisons are very easily made and understood.
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E-mail

RobinYannStorm@gmail.com

Twitter

@RYStorm
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