
Short answer: A tools programmer builds custom software, editors, and scripts that make the work of designers, artists, and other developers faster, easier, and more efficient.
Who is NOT a Tools Programmer?
- A person who only implements gameplay mechanics (that’s a Gameplay Programmer) is not a Tools Programmer.
- A person who only creates visual assets (that’s an Artist) is not a Tools Programmer.
- A person who only manages pipelines between teams (that’s a Technical Artist) is not a Tools Programmer.
- A person who only tests the game (that’s a QA Tester) is not a Tools Programmer.
What does a Tools Programmer do?
- Editor extensions: create custom menus, plugins, or nodes inside engines like Unity/Unreal.
- Automation: build scripts to automate repetitive tasks (exporting, compiling, asset processing).
- Debugging tools: visualizers for AI, physics, or networking.
- Level design tools: custom brushes, terrain tools, or encounter editors.
- Build systems: automate packaging, testing, and deployment.
- Collaboration: work with designers, artists, and QA to improve workflows.
Why it matters
Tools programmers multiply productivity. Instead of doing tasks manually, teams save hours or days with automated tools—making development faster and less error-prone.
Common misconceptions
- “Tools programmers don’t affect the game.” → Their work shapes how efficiently the game is built.
- “They only write scripts.” → They design complex custom editors and pipelines.
- “Anyone can do it.” → Tools programming requires deep knowledge of engine internals and workflows.
Core skills & tools
- Languages: C#, C++, Python, CMake.
- Engines: Unreal (Editor Utilities, C++), Unity (Editor Scripting).
- Automation tools: Jenkins, GitHub Actions, Perforce integrations.
- Knowledge: build systems, asset pipelines, UI frameworks.
- Soft skills: communication, problem-solving with other departments.
Practical frameworks
- Identify → Prototype → Test → Document → Train users.
- Automation principle: anything done more than twice should be automated.
- Usability in tools: keep interfaces clean, intuitive, and lightweight.
- Integration: ensure tools work seamlessly with existing pipelines.
Portfolio tips
- Show before/after comparisons (time saved by your tool).
- Include demo videos of custom editors or scripts in action.
- Provide code snippets or GitHub repos with explanations.
- Highlight cross-discipline solutions (tools for artists, designers, QA).
Quick example
Think of Unreal Engine’s Blueprint Visual Scripting—it started as a tool to make design more accessible.
Or Unity’s ProBuilder—a tool that became an industry standard for level blockouts.
Author: Pouria Mojdeh
References:
- Jason Gregory – Game Engine Architecture (CRC Press, 2018)
- Mike McShaffry – Game Coding Complete (Paraglyph, 2012)
- Robert Nystrom – Game Programming Patterns (Genever Benning, 2014)
- Unity Documentation – Editor Scripting & Tools (Unity, online)
- Unreal Engine Docs – Editor Utility Widgets & Tools (Epic Games, online)