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Accessibility as a First Class Input for Games (Presented by Microsoft)

Evelyn Thomas (Sr. Program Manager, Team Xbox, Microsoft)

Bryce Johnson (Inclusive Lead, Microsoft Devices, Microsoft)

Location: Room 2009, West Hall

Date: Thursday, March 21

Time: 2:00pm - 2:45pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Design

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: All

Xbox has added new options to ensure that accessible technology – software and hardware interfaces that help people adapt to their digital world – can go with them wherever they create, work, and play.

Part 1 of this talk dives deeper into the Xbox Adaptive Controller that works with existing games on console and PC and provides endless possibilities for hardware and software partners take full advantage of the XAC to create powerful, personalized experiences.

Learn how Xbox Mouse & Keyboard support unlocks access to the thousands of devices from partners such as Razer and Tap Systems, already enabling gamers and game developers with the ultimate flexibility to make gaming, fun for everyone. Stay around for Part 2 that reintroduces speech as an accessible input.

Takeaway

Accessibility is for everyone and invisible, if not magical when done right. Every interface you use, every day, is accessible to someone. Integrate our technology and our passion to make gaming fun for everyone, into your game.

Also, if you have not yet gotten a first-hand look at the Xbox Adaptive Controller or how Mouse and Keyboard works on Xbox consoles, this is chance to talk to the experts before heading to the booth in the Expo Hall!

Intended Audience

Designers, Developers, Producers; anyone who can help make the right decision to integrate with the technology we have created to make games more accessible and take advantage of the new hardware that is available on Xbox and PC.