Hey! After a short break, Designing for Disability is finally back - with the final episode of my four-part set. This one's on cognitive disabilities, such as dyslexia, epilepsy, and learning difficulties.
Out for everyone tomorrow!
Mark
Video games are for everyone. But those with disabilities can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who have cognitive disabilities. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Resources Game accessibility guidelines http://gameaccessibilityguidelines.com Designing to Minimize Simulation Sickness in VR Games | GDC Vault https://www.gdcvault.com/play/1022772/Designing-to-Minimize-Simulation-Sickness VR & accessibility | Gamasutra https://www.gamasutra.com/blogs/IanHamilton/20161031/284491/VR__accessibility.php Harding FPA https://www.hardingfpa.com OpenDyslexia https://www.opendyslexic.org FS Me https://www.fontsmith.com/fonts/fs-me Music used in this episode Puzzle Pieces, Lee Rosevere Substory Theme A (Yakuza 0) Dynamic Theme Music (Life is Strange: Before the Storm) Zen 4 (Life is Strange: Farewell) Main Menu (Life is Strange: Before the Storm)
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