GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

UX Summit: Approaching Accessibility in Production: A Practical Mindset for Developers

Morgan Baker  (Accessibility Lead, The Odd Gentlemen)

Date: Monday, July 19

Time: 2:00pm - 2:30pm

Pass Type: All Access Pass, Summits Pass

Topic: UX

Format: Session

Vault Recording: Video

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.

Intended Audience

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.