By matching the look and feel of game engines in production tools, producers will be able to make important decision sooner and more informed than ever before. Artists can start producing content earlier, faster, and smarter. Technical-artists and developers may also be able to perform better pre-production; enabling engine and shader design with less unknown variables and late occurring major changes. This lecture will cover previewing and pipelining technologies, high level shader orchestration, and some basic elements of shader authoring for tools.