Robin-Yann Storm

Robin-Yann Storm

@rystorm.com

Freelance Tool Design Director, Workflow Consultant @ https://rystorm.com/ Previously Hytale, Apple, Guerrilla, IO-Interactive, and more. Organizes the Tool Design & OpenUSD Roundtables at GDC. I get really excited about workflows!

7.2K followers527 following8.2K posts

The WoW community made a map comparison tool in which on the left side you can see the WoW Forever map, and on the right you can see the WoW Classic map. Not only is this super fun to fly around in, I think it's also an incredible useful feature for visual diffing. It's much easier to see changes!

Let's say I would want to print out a pattern of gizmos on a fabric, and then have that fabric made into a button-up shirt. Does anyone know of a good place, in Europe, to either have fabric custom made like that, or a button-up shirt custom made like that?

Robin-Yann Storm reposted

Replying to @baroness.bsky.social

And this isn't even news since the Brazilian election. I remember posting about this exact sentiment on Twitter years ago. I think some people are genuinely only interested in their own clicks and engagement, and they do not mind the mess they create.

Writing up an email on my phone using the Gmail app, and I cannot insert a link as text. Weird. So I google where the button is. There isn't one. It's 2026, and Google can apparently spend billions on marketing AI, but cannot even insert a basic email editing button. What is going on there?

This is also the easiest way to negate anyone who says genAI has made software development better. Simply ask: Has your daily use software gotten faster, easier, or received the features you need, over the last 4 years? It hasn’t, so, what’s all the talk about AI in development about?

I concede that genAI can write code faster, with thousands of lines of code. It can make you ship faster. It can allow you to put up hundreds more of PRs. But anyone who uses those as an argument for genAI code is just measuring software quality by lines of code and PRs. Not customer happiness.

Robin-Yann Storm reposted

Brazilians recommending not to amplify right-wing talking points by dunking and quoting, as a winning strategy Next day, my tl is full of people dunking on rfk jr I literally would not have seen the bigotry if it wasn't for y'all repeating it. That's exactly what the Brazilians were on about!

I have lived long enough to know that if a company tells me I now have "More ways to personalize" I can auto-translate that to "We found more ways for you to pay for things." Anyway, the time of free food and drinks on KLM flights is over.

Most of all I feel sad for the cabin crews. Imagine the next few months having people ask for a coke, a beer, or some juice, and you have to tell them it costs €5 now. That will surprise so many people. All of them will be unhappy, and you have to face that every single flight.

I have lived long enough to know that if a company tells me I now have "More ways to personalize" I can auto-translate that to "We found more ways for you to pay for things." Anyway, the time of free food and drinks on KLM flights is over.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

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The other way around, of trying to squeeze a game through an unfit pipeline to try and achieve a 'vision' no matter what, usually ends in crunch, delays, and a worse quality experience. There is no upside.

Robin-Yann Storm reposted

seconded, from the guy who had to take a rally game and reskin the AI for an open-wheel racer

Robin-Yann Storm@rystorm.com

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

Seeing the posts yesterday night I was very worried for Brazil, but I’m glad to wake up to things being great! Thank you for voting!

I love it so much because it shows the mind of the player. It doesn’t really matter what the game designer thinks: They’re not the customer. What matters is what the player experiences, and how you as a designer can veer them to or from the desired experience.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

Oftentimes my work as a consultant is literally to look at what the pipeline needs, at the concept phase. It's to look at these issues as someone who has worked on many games, with many timelines. You can see what's missing, or what will cause issues. But fixing it takes time.

The conclusion is often: What can we adjust in the game concept, so we do have the time to change the pipeline, with this team, so we can release the game on time? The pipeline, the game, and the team are all intrinsically linked. You cannot just change one out without affecting the other.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

Also, the absolute work case scenario is letting a bunch of people go, and then requiring the team to change genres. Remember that ball of yarn I mentioned? Now everyone who knows what's at the center of it, no longer works there. Which means your pipeline is now rotting at the core. It will die.

The pipeline will die when you least expect it, because nobody can even smell that it is rotting at the core. Sometimes you may not even notice until right before you ship, a few months out, that suddenly you cannot debug or QA all the incredible detail that you need to polish. It's too late.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

Let's look at positives instead: If you have a team that is used to building certain games, and used to working with a certain pipeline, things can work out great. I think Hazelight is a wonderful example of this. They make split-screen co-op games. They've had 3 and 4 year development times! Nuts!

So I know this sounds banal, but keeping teams together is important, and keeping pipelines together is important. The moment you split a pipeline up, or you suddenly ask a pipeline to reverse course, you are mangling a pipeline that took years to set up. And now it will take years to redo.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

If at that point you think "Well, they have code, a node graph, a VFX editor..." etc, then the ask to switch the game around will look on the surface as 'Just switch things around slightly!' Especially if Unreal is involved, which folks then think is 'Able to do everything!'

And Unreal can do many things, and it is really fast at doing many things, but remember how every editor and engine has tradeoffs? Even Unreal itself does! Nanite has huge tradeoffs, where depending on what you make, it can be either amazing, or slow you down. It requires adjustment.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

When entirely switching genres it can sometimes literally be better to build a new pipeline from scratch rather than use an existing one, because an existing one is a ball of yarn in which you now have to surgically insert yourself to fix the bit of yarn at the middle. Possible! But time intensive.

Now insert the problem of it being 'For the portfolio': The portfolio can adjust at any moment. Finance people work in quarters and yearlies. If in any particular quarter or yearly 'the portfolio' needs to be adjusted, that means the game may switch genres again, even subtly.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

We have seen many studios run into these problems over the last few decades. Yes, decades. This is an ancient pipeline problem that somehow keeps being repeated, similarly to how well function teams getting separated despite it being an obviously bad thing to do.

I mentioned tradeoffs earlier: When you switch genres, suddenly the tradeoff discussions that you had about the pipeline 5 years ago, do not make sense anymore moving forward. You have to revisit literally years old code, to now make a different tradeoff. Which has a domino effect. It costs time!

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

It is very easy to look at a pipeline and say "You have code, you have node graphs, you have a VFX editor and a material editor, so just use those!" But that's inexperience talking! Anyone who has been in the depths of pipeline development will know this is not feasible without a lot of time.

Because while you are able to use that code, suddenly for a racing game you have to re-adjust cameras, which also means adjusting the 3Cs, which requires a lot of testing and iteration for user adjustable camera angles: Third person, in-car, and front bumper. This is very time intensive work!

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

This isn't just a problem for the experience of folks at the studio, who haven't made games like that before, but it's also the pipeline. For example: A cinematic FPS pipeline is very good and focused on first person perspectives, blending those into cinematics, and up-close environmental detail.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

View full thread

Often times a studio gets to ask not to make the games they are good at, but instead to 'Fill up the portfolio' from the publisher. So the studio is asked to, for example, make a live service game even though the studio is very good at singleplayer games.

Sometimes this is reflected back on the studio, because the studio pitches a bunch of games, some of which they are very good at, but others they know their pipeline and experience isn't good for. But it's the publishers that greenlight. If they decide you do live service, now you have to do it.

Folks have mentioned teams need to stick together over long periods, to make sure they can keep their knowledge and expertise and apply that to future games. This is true. Similarly, the tools & pipeline also needs to stick together. You cannot just grab an FPS game pipeline and make an RPG.

There are always tradeoffs to be made in pipelines. Some things will be easier, which will make other things harder to do. This is also a big reason so many different editors and engines exist: They all make different tradeoffs, and so different people prefer them for different projects.

Robin-Yann Storm reposted

Replying to @keano.bsky.social

prestige AAAA: "i worked 6 years on 1 game and it got cancelled" co-dev: "i worked 6 years on 6 AAA projects that all shipped - here's the password for my artstation" co-devs are the real winners of the venture capital gaming covid boom and journalist should write an article about them or smth fr

I think Americans often misunderstand, or simply do not know, how good European laws can get. Especially labor laws.

Jason Schreier@jasonschreier.bsky.social

One important piece of context that many people might not realize: Shutting down a game studio is expensive. Shutting down a French game studio — thanks to labor laws requiring an extended severance period — is VERY expensive. Xbox doesn't want to take on those costs.

It is very easy to thinkthat however it works in the US, is how it must work everywhere, but every country in Europe has particularly unique laws. Many a US HR person has made the mistake of thinking only the US exists, and found that to be an expensive mistake while serving Europeans.

This is not just a game industry thing. Every so often in The Netherlands we get news of an American company trying to 'tighten things down' by letting people go at a Dutch office And then the laws, and the unions, get involved very quickly.

People are saying there is a massive storm in the Netherlands today. But I resent that. I'll have you know that in the last month I've actually lost 5kg