This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Mila Pavlin (Lead UX Designer, Sony Santa Monica Studio)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
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.
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.
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.