Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Morgan Baker (Accessibility Specialist, Independant)
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
When hosting internal discussions, it can sometimes be hard to advocate for and approach accessibility. Would adding more difficulty modes change the game? Would allowing players to adjust the HUD complicate the design? Why should developers add subtitles, anyway? Wouldn't it change the whole game?
Sometimes, it's hard to understand what would or wouldn't change the core aspect of the game, especially in the midst of production, when many departments and teams must stay on the same page.
In this session, we will discuss a helpful mindset to assist developers as we approach accessibility and continue to advocate for gamers with disabilities. This session will equip industry members with language that will elevate internal discussions and drive actionable, accessible solutions. We will define a "Fundamental Alteration" and show how we can use this language to promote accessibility in a healthy, streamlined way.
Attendees will be equipped with rigorous language and guidance that will assist them as they continue to advocate for games accessibility during conceptual phases and production. By using this language, the industry as a whole will greatly progress in accessibility practices.
New and experienced #A11y industry members who would like to take their understanding in accessibility to the next level. While targeted towards accessibility advocates, this talk is relevant to anyone who seeks to promote inclusivity in the video game industry.