Great tools help developers realize their creative ideas in a game engine. But all too often, tools seem to be arcane data entry applications that have the engine, not the developer, as their primary customer. As an engineer, you want to create tools and workflows that are useful, delightful, and effective. You can do this by focusing on your users' end-to-end experiences, habits, and perceptions. In this talk, Jeff Stewart will share the practical techniques that have guided tools and workflow development at Vicarious Visions, drawing on examples from their own tool-chain as well as others that inspired them.