Gyms, Zoos, and Museums: Your documentation should be interactive
Everyone always mentions that people do not read documentation. This is also the case for us as game developers. So what can we do about that? First, it is important not to force everyone to read pages and pages of documentation. Usually, only programmers and other technical folks go through all the effort of reading up on functionality. So what about artists, and designers? Thankfully, solutions already exist: Gyms, Zoos, and Museums. Let’s look at examples, see how they work, how they can be built, and how they improve the development of your games.
Speaker Bio

Robin-Yann Storm is a freelance Product & UX Designer for Tools. In the past he has worked as a full time Tool UX Designer in the AAA games industry on the ‘Glacier 2’ editor on which the Hitman series was built, the ‘Decima’ editor on which the Horizon series was built, and spent a few years working at Apple on AR creation tools such as Reality Composer and Reality Converter, which has made him well acquainted with the workflows of Pixar’s USD framework. He has consulted companies both big and small on workflows, tools, and UGC. Next to that, he created and organizes the Tool Design Roundtables, talks at conferences around the world, and has contributed a chapter about Tool Design in the book ‘An Architectural Approach to Level Design, Second Edition.