Ian Hamilton's Member Blogs
Accessibility for blind gamers has been a difficult area for the games industry. An under-served audience who want content, developers who want to offer it, yet often an unnecessary technical barrier between. That is finally starting to change.
2016 has been a momentous year for accessibility. Not just the advancements that have been made, but also important because of the things that have been said, and the people who have been saying them. This post is a compilation of some of my favourites.
A look at accessibility issues and solutions specific to VR, covering sim sickness, motor impairment, hearing loss, photosensitive epilepsy, and vision impairment.
Accessibility in gaming is never a dull field to be working in, the pace of change is ever accelerating. So often I find myself thinking what an incredible month it has been, topping anything that has gone before. The past month has been no exception.
Global Accessibility Awareness Day is an an annual event 'to get people talking, thinking and learning about accessibility and users with different disabilities'. It runs across all industries, but this year saw a big increase in gamedev participation.
Through the course of this year's Global Accessibility Awareness Day there were all kinds of great things said about accessibility in gaming. These are a few of my favourites.
How subtitles are presented, both visually and structurally, can have a significant impact on a player's enjoyment of a game. The difference between a good and bad experience is usually down to the same few easily fixable issues.
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