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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Improving Your Tool UX Design by Removing the Faults of "Sensible Defaults"

Robin-Yann Storm  (Tool UX & Workflow Designer, Independent)

Location: Room 2014, West Hall

Date: Wednesday, March 20

Time: 11:30 am - 12:00 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design, Programming

Format: Session

Vault Recording: Video

Audience Level: Advanced

When we make game development tools it is very easy to pick what we think is a 'sensible default', and have all users deal with it. We think those defaults makes sense, and work for most users. However, even a cursory look at DCCs such as Unity, Unreal, 3dsMax, Maya, and Blender shows us that this is wrong. Unity, Max, and Maya have the hierarchy on the left side of the screen, while Unreal and Blender have the hierarchy on the right side of the screen. The same differences can be found between all of them when it comes to toolbars, the 3D view, the property panel, and the asset browser. There is no 'sensible default' for any of those panels in the UI, yet we often hear they 'should' be on the left or 'should' be on the right.

What do we have to unlearn, to improve the UX of our tools?

Takeaway

Attendees will learn what to look out for when designing the user interfaces of game development tools, and how to improve the user experience of toolsets by comparing and contrasting how work is achieved in and outside of software.

Intended Audience

Tool programmers, user experience designers, producers, as well as the artists and designers who use editors & tools throughout their careers in the game development industry.



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