View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.
You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Matt MacLean (CEO / Designer, Generic Lake Monster)
Location: Room 2005, West Hall
Date: Monday, March 18
Time: 3:50 pm - 4:20 pm
Pass Type: All Access Pass, Summits Pass, Indie Games Summit Pass - Get your pass now!
Topic: Independent Games
Format: Session
Vault Recording: Video
Audience Level: Advanced
People might disagree on how much challenge is the perfect amount, but even fans of masochistically difficult games will agree: losing because you made the wrong decision has the potential to be fun, but losing because you're in a struggle with the controller or the interface is the stuff of rage-quitting.
Thinking about players with hands, eyes, minds, schedules, and distractions different than your own is neither free, nor easy, but with less demands to cater to the common denominators, independent game studios are best positioned to serve these players.
Drawing from four years of success and setbacks making Quarterstaff, an accessibility-focused game, this talk is about using accessibility as a baseline of success and a core design constraint, as well as best practices for making sure usability is an ongoing component of development that makes your game stand out, and not a costly last-minute addition.
Learn how small studios are better positioned than their larger rivals to create games accessible to a wide array of players, and discover design techniques for achieving that goal, as well as benefits to team cohesion that come from stepping up to the challenge.
This talk is intended for anyone interested in making their next game more accessible than their last game. While inspired by the trials and tribulations of a small studio, this talk is for any developer interested in expanding the pool of players able to play their games.