Architects spend years planning a building before a single brick is placed. Car companies build full-scale clay models of their cars before they ever see an assembly line. You can watch a movie as a 3D pre-visualization before any actors are cast. Yet, when it comes to the games industry, we often begin developing tools without first having a shared vision of what we're building, and who we're building it for. This presentation will discuss why this is happening, as well as the potential risks if we don't evolve our tools development process. Attendees will also learn a handful of user-centered design techniques, and how they can be used to create a shared vision to improve our tools. Finally, the presentation will include examples of internal Ubisoft tools that exhibited these issues, how having a shared vision helped to improved them, and how that helped their respective teams.