Thoughts from a (girl) Gamer

Tara Voelker's thoughts. A lot about video games, a little about life

Tag Archives: gdc2015

No More Excuses, Your Guide to Accessible Design – SLIDES

Hi All!

I had a couple people ask me about my slides from my session SO HERE THEY ARE. Update: My talk is now on the vault for free so I’ve added a link to that!

Slides linked as a PDF here – Voelker_Tara_NoMoreExcuses

GDC Vault – http://www.gdcvault.com/play/1022172/No-More-Excuses-Your-Guide

If you’re interested in the notes, you can also open the presentation via this link to view them via Google slides:

https://docs.google.com/presentation/d/1GR92Im_FYKvEUs8lrCrdpStTULHh1WxRbh4efpNzZwk/edit?usp=sharing

I do want to make it clear that I hadn’t ever intended for my notes to be public, so have fun looking at all of the typos.

The panel I was on was also added to the vault for free!

http://www.gdcvault.com/play/1021849/Building-a-Manifesto-for-Game

Thanks everyone!

Me, Accessibility and GDC 2015

Game Accessibility will have 3 presentations this year at GDC, and I’m proud that to say that I am going to be talking at 2 of them, and involved in the 3rd, which is the IGDA SIG Roundtable. Info on the talks I’m in below. Both of my talks are listed under advocacy, so all passes can attend. Hope to see you there!

No More Excuses, Your Guide to Accessible Design

  • Tara Voelker  |  QA Lead, Ready at Dawn
  • Location:  Room 304, South Hall
  • Date:  Friday, March 6
  • Time:  3:00pm – 4:00pm
  • Format: Session
  • Track: Advocacy, Design

Game accessibility isn’t just something for a small portion of your target audience, but a tool that can be used to improve your title and directly impact more than 20% of the people playing your game while improving your title over all. In this session, we’ll start with a crash course on how to think about disabilities, learn more about this 20%, provide a list features to improve your title from leading game accessibility groups, get in depth design tutorials to get the most bang for your buck, and point you to the resources you’ll need to keep going once you leave this talk.

Takeaway

Attendees will learn how to think about gamers with disabilities, how accessibility affects the overall title, the most requested game accessibility features, and how to build a system that works to address gamer’s with disabilities needs without alienating their core audience or risking their certification.

Intended Audience

Gameplay, UI, and system designers, design instructors, as well as anyone with interest in the field of game accessibility whether wanting to learn more about the topic or become an advocate on the subject.

Building a Manifesto for Game Accessibility

  • Thomas Westin  |  Ph.D. Student, Stockholm University
    Ian Hamilton  |  Accessibility Specialist, Ian Hamilton DC
    Tara Voelker  |  QA Lead, Ready at Dawn
    Michelle Hinn  |  Accessibility and Usability Games Consultant, Michelle Hinn, LLC
    Richard Van Tol  |  Ph.D. Student, HKU University of the Arts Utrecht
  • Location:  Room 130, North Hall
  • Date:  Thursday, March 5
  • Time:  10:00am – 11:00am
  • Format: Session
  • Track: Advocacy

In the ten years that the IGDA’s accessibility group has been running we have seen many advances in the field, with awareness growing, and more and more developers considering accessibility for gamers with disabilities. But there’s a long way to go, with work still needed to remove barriers in areas such as hardware, software, third party tools, online communities, education and policy. We will be taking a retrospective of some of the key achievements and developments over the past ten years, and with your input, also look at the next important areas to focus on, providing a roadmap of how all of us can help the industry move towards greater inclusion, allowing the entertainment and quality of life benefits of gaming to reach even wider audiences.

Takeaway

An understanding of some of the history of accessibility and the key events that have taken us to where we currently are, and also a clear picture of some of the actions and advocacy activities that anyone can take to support the industry towards greater levels of inclusion.

Intended Audience

Anyone with an interest in the field of accessibility for gamers with disabilities, who wants to either learn more, help to advance the field, or take part in shaping the discussion. Attendees either with or without previous experience will find something valuable in the content.