Game Accessibility Mini-Summit
32 Lisgar St, Toronto, ON M6J, Canada
Interested in learning more about game accessibility? Curious about
the latest techniques, technologies, and solutions for making games for
people with all kinds of abilities? Want to meet designers, developers,
and players who’ve tried it all and want you to apply what they’ve
learned to your projects?
Join Gamma Space and DMG for an
afternoon of fascinating and actionable talks on a variety of aspects
of accessibility for video games, straight from members of our Toronto
indie game dev community. Learn about what game developers can do to
create games more people can play – from designing better subtitles to
techniques for accommodating colourblind players.
will start promptly at 1pm. We will take a short break to chat, have
refreshments and get some air at 3:15. We will wrap up at 5pm. You are
welcome to stay and socialize in the space until 6pm.
designers have heard of colourblindness. And many solutions exist to
address this difference in how people perceive colour. So why do so few
games implement features that would make interfaces and gameplay
accessible to people with colourblindness? Shirley Tong will share
insights about her own experience as a colourblind person, reasons why
designers fail to design colour-accessible interfaces, and
considerations for anyone who wants to address colourblindness in their
As a follow up to a
popular presentation at DMG last year, Jennifer will present her thesis
on game subtitles, diving deep into how subtitles can be done really
well, and what next steps the industry as a whole needs to take to
improve on them.
Engineering PhD student Alex MacIntosh will discuss his work at Holland
Bloorview, his experience in designing accessible games for therapy,
designs and products they've made for kids with disabilities, and the
key lessons they've learned during development. During the break, try
the demo of their mixed reality therapy game Botley's Bottle Blast.
Health Accessibility in Game Design is a talk about how to design games
which allow for players to have a more comfortable experience with
play. With one in four people experiencing mental illness in their
lives, games should reflect that reality. Through the lens of LAPSES
created by Checkpoint, this talk will use several games to showcase
different methods for creating accessible play. They will discuss how
developers owe it to friends, families, and ourselves to create games
that reflect the human experience in a dignified and respectful manner.
podcaster, radio host, YouTube Gamer, Graphic Designer, and college
professor Steve Saylor will share his experiences as a gamer who is also
blind, provide helpful ideas on how to improve visual accessibility in
video games and IRL (in real life) in his talk "Gamers First, Blind
Second: Tackling Accessibility in Video Games."
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