GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Accessible Gaming for the Visually Impaired


Mark Barlet (Executive Director and Founder, The AbleGamers Charity)

Sam Joehl (Principal Technical Consultant, Level Access)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

What is the current state of game accessibility? Where is it going next? This session will celebrate the wins and explore where the industry has left gamers behind. Can you include blind and visually impaired gamers in your target audiences? Video games have historically been visual in nature, but how can you provide non-visual modes of play that include everyone? Are there blind gamers out there? This session will answer these questions and explore challenges, solutions and best practices for addressing non-visual and visually impaired audiences. This session will discuss the landscape of console, desktop and mobile platforms and talk about the accessibility of each, available assistive technologies, limitations and techniques for making titles accessible on these platforms.


Attendees will gain an understanding of their responsibilities to player with disabilities, understand the wins across the game creation space, and what the next steps look like towards greater inclusion. Attendees will understand the challenges of designing non-visual interfaces, and acquire techniques for presenting visual information non-visually so that blind and visually-impaired audiences can be included in gameplay.

Intended Audience

Game developers, game manufacturers, or anyone interested in learning about game accessibility. As an introductory session, it will be assumed that this subject is unfamiliar to the audience, so no prerequisite knowledge is necessary, and technical or unfamiliar terminology will not be used.