Mila Pavlin (Design Director UX, Monolith Productions)
Location: Room 2005, West Hall
Date: Wednesday, March 22
Time: 11:30 am - 12:30 pm
Pass Type:
All Access Pass, Core Pass
Topic:
Design
Format:
Lecture
Vault Recording: Video
Audience Level: All
An in-depth investigation into the design process of God of War Ragnarök's low vision gameplay features. This talk covers the four-year process within the Santa Monica Studio team to increase accessibility for navigation, puzzle, and general gameplay. Take a specific look at how large scope games can approach barriers in gameplay and scope to impact problem spaces for players with low visions. Learn the successes and pitfalls in large scale accessibility design thinking, and how they can be applied in all games.
Takeaway
Attendees will gain a better understanding of the low vision accessibility needs of AAA titles. They will gain tools to understand scope and time requirements in large scale implementation of these features, and the thought process behind prioritization and community need.
Intended Audience
This is for game designers of all backgrounds, with a focus on UI, UX, Gameplay, Traversal, Camera, and Combat. Some understanding of basic accessibility features and challenges is recommended.