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

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

Gets really excited about workflows.
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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
There is this sense, which I guess would be similar to speedrunning, of breaking down the designed mechanics into the most efficient way to get to a positive result for players.

At the same time: "Given the opportunity, players will optimize the fun out of a game" by Soren Johnson is also true.
February 9, 2026 at 10:18 PM
There is a sense of grind and community in the Cantina Legends of ARC Raiders that I have not felt since vanilla WoW PvP honor groups.

There are also some incredibly strange decisions in the designs of some of the trials, in relation to the game mechanics around them. Definitely a future video idea
February 9, 2026 at 10:06 PM
If you do not engage directly with your customers, and do not fix their problems, they will eventually publicly complain they received bad quality copper.
February 9, 2026 at 7:39 PM
Engaging directly with customers creates a better user experience. As true in ancient times as now.
Meanwhile PUBG: BLINDSPOT (65% positive, rough week) had their team actively responding in 67+ forum threads
Result? Only 2.8% of their negative reviews originated from forums vs Nioh 3's 10%
Community engagement literally changed the review outcome
3/6
February 9, 2026 at 7:38 PM
Reposted by Robin-Yann Storm
🎮 This week's Steam data: 1,045 games, 25.7K reviews, and a masterclass in why your forums matter more than you think
🧵 1/6
February 9, 2026 at 7:27 PM
Yes, honesty is all it takes. If there is data, or even just a gut feeling, share it. But make known what is data, and what is gut feeling
February 9, 2026 at 4:56 PM
No, that's the whole point of this post: They are not equivalent, though they think they mean the same thing. The moment you do explain that it is a 'multi-billion device with 100s of scientists' kind of project, there can be a back and forth on what is and isn't feasible.

The shortcut is bad.
February 9, 2026 at 4:55 PM
The response to that is very different though. It will be "Then how do we find out how to build it?" which you cannot say to 'It's impossible'
February 9, 2026 at 4:39 PM
If you are an engineer who wants to avoid this miscommunication, be truthful about not knowing, or indicate how long you think it may actually take. Say it takes months.

But, also give it time to digest. 10 minutes later you may say "Wait, actually, if we do it this way, it will take 5 minutes."
February 9, 2026 at 4:32 PM
Whenever an engineer says "It's not possible" always remember that what they actually mean is "I don't know how to build that" which sounds different, but means the same thing.
February 9, 2026 at 4:27 PM
Vindication!!!
February 9, 2026 at 4:23 PM
Reposted by Robin-Yann Storm
🎉Text Animator for Unreal has received an Epic MegaGrant🎉

This will allow us to keep developing the tool for a bit, hear your feedbacks and reach the same standards we have on other engines

> www.textanimatorforgames.com/unreal

This is not sponsored, endorsed, or administered by Epic Games, Inc.
Text Animator for Unreal Engine | Coming Soon
Bring your dialogues to life in a few simple steps by using Text Animator for either Unity, Godot, Unreal Engine or your Custom Engine! Trusted by thousands of developers since 2020. Learn more!
www.textanimatorforgames.com
February 9, 2026 at 1:22 PM
The type of game does not matter. The level of completion of the game does not matter.

Because it is a timelapse video recording the audio will not matter either, and no talking is necessary.

If you do talk, no worries, it wouldn't be audible in a timelapse.
February 9, 2026 at 12:23 PM
Anything is fine, there is no need for a polished game. Blockouts, coding, animation, materials, shaders, are all fine workflows to record.
February 9, 2026 at 12:08 PM
Reposted by Robin-Yann Storm
This is for a potential future video and presentation I am making.

I would say what I am interested in finding out, but saying that out loud might influence the results, so I won't.
February 8, 2026 at 6:41 PM
Reposted by Robin-Yann Storm
I am researching some workflows and would love help if possible.

If you are making a non-NDA'd game in Unreal, Unity, or Godot, would you mind making a fullscreen timelapse recording of yourself working for 3 hours, at 3 frames per second? That'll be about ~18 minutes of footage.

Any game is fine!
February 8, 2026 at 6:40 PM
DaVinci likes to do a lot of things that are helpful if you are a well seasoned professional who expects automation, but are disastrous if you only edit video sometimes.
February 9, 2026 at 8:45 AM
If you're not professionally video editing I can recommend switching delete and backspace hotkeys. Otherwise, sometime in the future, your entire timeline will have shifted a couple of seconds without you knowing it.

And it'll be a giant pain in the ass to fix it
February 9, 2026 at 8:43 AM
Loki good post
February 9, 2026 at 8:38 AM
Thank you! H264 at 22 RF from Handbrake is fine. Any file transfer service of even an unlisted YouTube link is fine.
February 8, 2026 at 8:17 PM
Language is not important, just mouse movement. It can be muted, that's no problem.

If you are able to re-render as timelapse, so 2 hours becomes 15 minutes, that would be great!
February 8, 2026 at 7:59 PM
Thank you! And sure, whatever monitor the mouse is on.
February 8, 2026 at 7:42 PM
No strict deadline, but anywhere in the next 2 months would be great! Thank you!
February 8, 2026 at 7:07 PM
This is for a potential future video and presentation I am making.

I would say what I am interested in finding out, but saying that out loud might influence the results, so I won't.
February 8, 2026 at 6:41 PM
I am researching some workflows and would love help if possible.

If you are making a non-NDA'd game in Unreal, Unity, or Godot, would you mind making a fullscreen timelapse recording of yourself working for 3 hours, at 3 frames per second? That'll be about ~18 minutes of footage.

Any game is fine!
February 8, 2026 at 6:40 PM