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Modern Accessibility in 'Diablo II: Resurrected,' Because Hell Welcomes All

Drew McCrory  (UX & Accessibility Lead, Vicarious Visions)

Location: Room 3016, West Hall

Date: Wednesday, March 23

Time: 11:30 am - 12:00 pm

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass - Get your pass now!

Topic: Design

Format: Session

Viewing Experience: In-Person/Virtual

Vault Recording: Video

Audience Level: No

Breaking down a 20 year old, highly chunky PC title like Diablo 2 and modernizing it's accessibility to bring it up to standards that allow for a much broader audience to experience it is no easy task. Focusing on remaining true to the original, we take the approach of "Solve for one, extend to many", exposing options to players to maximize their experience without detracting from users who want the full classic experience. This talk looks at individual changes, how we approach needs, and juggle the fine line between what is one of the most iconic ARPG's of all time and what we can do to extend the game's reach to players who may not have been able to play it previously.


Attendees should leave this presentation with a strong understanding of modern accessibility norms, how to build accessibility in a layered approach to allow users to have a varied experience based on needs, as well as see these methods implemented for the revitalization of a game 2 decades old.

Intended Audience

This talk is, if nothing else, accessible. While targeted directly at UX/Accessibility designers, there is value in all developers becoming acquainted with modern accessibility principles, and the talk isn't technical in a way that filters potential audience members out.