When creating plugins, publicly available tools, or in-house one off fixes, it can be easy to shoot for only exactly what the tool is supposed to achieve. However, this can have unforeseen consequences when the tool achieves exactly what it needs on its own, but does not fit within the other workflows that users are working with. The user experience as a whole is important to consider, especially for publicly available tools. In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (UI) of their tools.
//AUDIENCE:: People who want to upgrade their workflow skills: How do you know what works well for you, and then how do you put into words how to build that? //REQUIREMENTS:: Some game development experience, such as having tried to make something in Unity, Unreal, or Godot. //BRING:: Something to write things down in. Could be a laptop, a phone, or pen & paper.
For this workshop online registration is not required to attend. The spots will be assigned on a first-come first-served basis, so make sure to be at the workshop location at least 10 minutes before the starting time.
Robin-Yann Storm is a freelance Workflow Consultant. He has worked as a full time Tool UX Designer in the AAA games industry on the Glacier editor on which the Hitman series was built, the Decima editor on which the Horizon series was built, and at Apple on AR creation tools such... Read More →