Tanya X. Short (Captain, Kitfox Games)
Emily Short (Creative Director, Failbetter Games)
Rejon Foster-Taylor (UI & UX Designer, Soft Not Weak, Maximum Crash)
Jon Remedios (Designer, Actual Humans)
Jill Murray (Narrative & Creative Director, Discoglobe Interactive Inc.)
Location: Room 2006, West Hall
Date: Thursday, March 23
Time: 4:00 pm - 5:00 pm
All Access Pass, Core Pass
Vault Recording: Video
Audience Level: Intermediate
A Colgate toothbrush's handle is designed to have affordances for its purpose: The handle feels natural to hold in a way that presents its bristles comfortably to brush your teeth. Similarly, game designers seeking to create inclusive games must follow a process and practice that lends itself to inclusivity. They must develop tools to detect alienation, game loops to support growth, and progression gates to recognize different needs of accessibility.
In this session, four designers (Tanya X. Short, Réjon Taylor-Foster, Emily Short, and more!) will share their personal lessons learned and paths forward for developing their inclusive games, including Boyfriend Dungeon, Mask of the Rose, and Spirit Swap.
Attendees will receive a deeper, more technical understanding of the design challenges and knock-on effects of trying to implement inclusivity in your game.
This is for game designers who want to grow their understanding of their day-to-day practice and strategic, holistic understanding of their tools and approach.