Name : Export Panel
Use : The default tool for exporting all game data out of Max that was not character animation.
User : Artists, Designers, hard surface animators.
Language : Maxscript
Max was used for everything but character rigs and animation. Our engine used a combination of our proprietary .igb file format and havok. Geometry information like verts and UVs were handled by igb files and collision information was handled by havok. I wrote the initial pass of this tool and did most of the maintenance and upgrades. However other people contributed as well. I believe the Navmesh Path (1st image) and Export Track (3rd image) were added by an engineer and tech artist respectively.
Option related to Alchemy the game engine and igb file format.
Batch export options for IGBs.
Name : Original Cinematic and Gameplay animation exporter
Use : Game play animation and original cinematic tool.
Users : Game-play animators, animation for hard surfaces (and cut scene animators before transition to Maya)
Language : Maxscript and C#
Initially the studio only used Max. As we grew our animators wanted to work in Maya so tech art facilitated the change. The first version of the Cinematic and Game play animation exporter was in Max.
Name : Havok Prep Tool
Use : Tool to reduce iteration time for Havok collision.
User : Designers
Language : Maxscript
This was a simple tool I wrote for designers to reduce iteration time for adding collision data to game geometry.
Name : Collision Picker
Use : Apply specific colors to faces, on collision geo.
User : Designers
Language : Maxscript
This is another tool for designers. We had audio that was triggered by texture data on exported collision geo. This tool provided a brush to select faces on collision geo and then apply a specific texture to the faces depending on what audio you wanted to play.