View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Steven Weitz (Director of Professional Development, The AbleGamers Charity)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Design
Format: Session
Vault Recording: TBD
Audience Level: All
"Does X game need an easy mode?" This question, bandied about on social media any time a particularly challenging game is released, is often followed by the response, "What X game needs is to be more accessible!" Confusion results: after all, many games include as a key feature for accessibility, "A variety of difficulty modes." Aren't difficulty modes the same as accessibility options? This talk shows how accessibility in gameplay challenge is much more nuanced than traditional difficulty modes allow, and gives attendees both a better understanding of how to think about accessibility in challenge and some solutions for using difficulty modes as a starting point to create more accessible gameplay experiences.
Attendees will learn how the spectrum of capabilities of players with disabilities leads to a wide variety of needs that require individualized settings in gameplay challenge. With this knowledge, attendees will be able to draw upon existing gameplay elements to create more granular accessibility in their existing or future games.
Anyone who is thinking about gameplay challenge will benefit from this session, and those who want to know how gameplay considerations can expand the potential audience for their games will find this talk most useful.