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View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

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Independent Games Summit: Making Room for Accessibility & Health

V Buckenham  (Founder, Downpour Limited)

Emily Flynn-Jones  (Founder, Killjoy Games)

Location: Room 2005, West Hall

Date: Tuesday, March 22

Time: 10:50 am - 11:50 am

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

Topic: Independent Games

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

An hour session formed of two 30 minute talks, this track focuses on practical means of supporting mental health, wellbeing and accessible workplaces; particularly with a focus this year on ‘invisible’ disabilities. In an era of Covid, with increasing numbers of people dealing with Long Covid, we wanted to ask people with experience of chronic illness, as well as people who are trying to build better spaces for mental wellness working in indie games to discuss how you can proactively build more accessible, inclusive and supportive workplaces. The track includes:

  1. Whether it be Long Covid, MS, or other chronic illness - making room in small teams and studios for people dealing with fatigue-related or chronic illnesses: V Buckenham.
  2. Making room for mental health & wellbeing in processes - what you can do right now: Emily Flynn-Jones.


Attendees will take away clear and practical means of supporting mental health and wellbeing in their workplaces and studio practices, particularly around the area of ‘invisible’ accessibility needs, such as fatigue-related and chronic illness and mental health.

Intended Audience

This will be a session useful to anyone running a studio, development process, or interested in advocating for better, more inclusive and accessible work processes and places for ‘invisible’ accessibility needs.