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Baked in Accessibility: How Features Were Approached in 'Borderlands 3'

Andrew Bair (Lead UI Programmer, Gearbox Software)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

This postmortem will review how accessibility features were embedded into the design of Borderlands 3 from an early stage. Speaking about features like subtitles & closed captions, loot beams, and sound effects, this talk will review some of what worked well. It will also speak to what didn't make the cut, telling the stories behind some of the unsuccessful features. By reviewing these features and approaches, this talk will provide examples of specific pathways that devs can use to make their games more accessible (and more enjoyable) for everyone by working within their existing teams and structure to make accessibility a given instead of a burden.

Takeaway

Attendees will take away specific examples from Borderlands 3 on how to approach accessibility features in their games. Everything from how loot beams were improved to make rarity identification easier, to why including representatives from a wide range of teams early meant headbob scaling was easy to implement will be presented.

Intended Audience

The intended audience for this postmortem on the approach for accessibility features in Borderlands 3 is industry professionals who are interested in leveraging creative inter-departmental approaches to make their games more accessible.