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Greater Accessibility with Fewer New Features and Less Scope

Alexis Miller  (Director of Product Management, Schell Games)

Francisco Souki  (Senior Design Manager, Schell Games)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass - Get your pass now!

Topic: Advocacy, Design

Format: Session

Vault Recording: TBD

Audience Level: No

Schell Games have developed (and continues to refine) a process to help teams plan and budget early for meeting accessibility goals. In this talk, I Expect You To Die 2's Design Director, Francisco Souki, and Director of Product Management, Alexis Miller, will walk attendees through the process the studio used for the VR game and share the main document used to start the process: The Accessibility Matrix. This process will allow developers to brainstorm, research, and implement accessibility features in their game and streamline their approach to limit scope creep, wasted time, and major expenses. Developers will learn that many accessibility goals can be accomplished for free through intentional design decisions if the priorities are made clear early on in the development cycle.

Takeaway

Learn the process Schell Games used while developing VR hit "I Expect You to Die 2" to plan for accessibility. Understand concrete examples from planning to scoping and budgeting that resulted in meeting accessibility goals with little added cost.

Attendees will gain access to accessibility templates used at Schell Games.

Intended Audience

Project Directors, Game Designers, Product Managers, Producers, anyone interested in accessibility.