Alan Zucconi Profile picture
May 20, 2021 โ€ข 19 tweets โ€ข 9 min read โ€ข Read on X
There are over 2 BILLION people in the world living with a disability.

And a significant percentage of them are struggling to play games. ๐Ÿšซ๐ŸŽฎ

As part of the Global Accessibility Awareness Day #GAAD, this is a list of #gamedev resources to design more accessible games.

๐Ÿ‘‡๐Ÿงต๐Ÿ‘‡
1โƒฃ COLOUR BLINDNESS ๐Ÿ‘๏ธ

There are approximately 300 million people in the word who are colour blind.

There are also many different types of colour blindness: DEUTERANOPIA is the most common, affecting the perception of red ๐Ÿ”ด and green ๐ŸŸข tones.
Games that are heavily relying on colour-coding to convey information are particularly affected!

Good compromises between aesthetics and accessibility can be seen in "FTL" & "Hue". Both games have the option to add patterns to colour-coding, which are generally easier to read.
Back in 2015, I talked extensively about the subject of colour blindness. ๐Ÿ“–

Below you can download a free @unity3d package to simulate different types of colour blindness. ๐Ÿ“ฆ

This might help you designing more accessible interfaces!

alanzucconi.com/2015/12/16/colโ€ฆ
2โƒฃ EAR IMPAIRMENT ๐Ÿฆป

Audio can play a huge role in a game. Not just to set its tone and atmosphere, but also to convey information. ๐ŸŽต

As a bare minimum, all games which feature dialogues should include subtitles.

This has the extra benefit of helping non-native speakers.
Many games, especially FPS, are heavily relying on audio clues as part of their gameplay.

For instance, to indicate where enemies and threats are coming from.

Games like "Minecraft" allows to show the direction sounds are coming from.
Other games, such as "Fortnite" are going as far as showing directional waveforms on the UI, helping players knowing where and what type of sound is being played around them.
3โƒฃ COGNITIVE IMPAIRMENT ๐Ÿง 

This category includes a vast range of disabilities, which can affect thoughts, memory or even how information is processed.

Games that require to solve puzzles, complete long tasks or do a lot of backtracking are at risk of being inaccessible.
Some tips to improve the accessibility for cognitive impaired players are:

๐Ÿ”น Remind about current objectives & inputs
๐Ÿ”น Separate volume controls for effects, speech & music
๐Ÿ”น Highlight important words and objects
๐Ÿ”น Provide the option to remove combat, puzzles & enemies
"Shadow of the Tomb Raider" has a very comprehensive set of accessibility options.

They not only make the game easier for players who prefer a more casual experience: they also make the experience much more accessible!

tombraider.square-enix-games.com/en-us/news/shaโ€ฆ
4โƒฃ MOTOR IMPAIRMENT โ™ฟ๏ธ

A significant percentage of players are suffering with some kind of motor impairment.

One of the simples change you can make to improve the accessibility of your game is to make the controls fully remappable.
One of the best examples of accessibility for motor impairment is "Celeste" Assist Mode.

It allows to change several gameplay parameters such as how many times you can jump in mid-air, and even to turn invincibility and endless stamina on/off.
Accessibility often means creating custom game controllers. While this can sound like a daunting task, it might easier than you think! ๐Ÿ•น๏ธ

@ShakeThatButton has one of the most comprehensive list of alternative controllers created by gaming enthusiasts.

shakethatbutton.com
And companies like @arduino, @Raspberry_Pi and @makeymakey made custom electronics approachable and affordable.

If you want to create your own alternative controller (but have not idea where to start!), I'd suggest having a look at this guide!

alanzucconi.com/2015/10/28/froโ€ฆ
๐ŸŸฆ EXTRA RESOURCES

One of the best resources you can find on accessibility is "Game Accessibility Guidelines".

It includes tips and examples for motor, cognitive, visual, hearing and speech impairments.

gameaccessibilityguidelines.com
The one and only @gamemakerstk has made an entire playlist dedicated to designing games for disabled players.

It is definitely worth a look!

youtube.com/playlist?list=โ€ฆ
And no thread about accessibility in games would be complete without mentioning @specialeffect!

Over the years they have helped severely physically disabled and vulnerable people with their gaming and technology access needs.

๐ŸŸฆ CONCLUSION

There is so much more that could be covered. From motion sickness to anxiety, and even PTSD!

Accessibility should play a bigger role in every aspect of a game design.
Just remember that accessibility is not just for disabled players! Make a game that you can still play when you are 90!

After all, we are all doomed to eventually become disabled, or to die before that happens.

So if you have found this thread helpful feel, free to share it! โœจ

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More from @AlanZucconi

Sep 14, 2023
In case you missed it, @tkexpress11 wrote a long thread about Unity's recent changes.

First of all, thank you for writing this, really! ๐Ÿ™

But I think the thread is missing a few important points...

๐Ÿงต (1/8)
1โƒฃ LACK OF TRANSPARENCY

Nobody knows how Unity will measure installs. And Unity made it very clear they will not share more details about their "proprietary technology".

It's impossible for gamedevs to contest numbers when Unity is both the judge and jury.

(2/8)
2โƒฃ "TRUST US, BRO"

If there is anything Unity cannot leverage right now, is trust. Unity has consistently eroded the trust of its user base for over 5 years, showing to be an incredibly unreliable company.

Gigaya & the recent AI dramas show how NO, we cannot trust Unity.

(3/8)
Read 8 tweets
Aug 1, 2023
If you're a big fan of FEZ, you might have noticed that to *fully* complete the game, you don't have to complete it to 100%. You have to complete it to 209.3%. ๐Ÿ˜…

Let's see why. ๐Ÿง๐Ÿงต
FEZ monitors the progress with a percentage. That is the number of cubes you need to complete the game.

You need 32 cubes (or anticubes) to unlock the first ending, which gives you 100%.

This unlocks a cutscene so trippy that not even the YouTube compression can keep up.
FEZ "real" ending is achieved by collecting 64 cubes (32 cubes and 32 anticubes).

This leads to 200%, which makes sense as by now most players are effectively on their second run.

This unlocks another cutscene, revealing the multiverse, and that FEZ is likely a simulation.
Read 7 tweets
Jun 8, 2023
With so many photo editing tools powered by Generative AI, I think is worth remembering some of the most powerful techniques that do NOT rely on Deep Learning. ๐Ÿงฎ

๐Ÿงต Let's see how SEAM CARVING works and how we can make it in @unity! ๐Ÿ‘‡

alanzucconi.com/?p=8000
SEAM CARVING is a technique that resizes images without "squeezing" them.

It does so by identifying "seams": continuous lines that cross as fewer edges as possible. Image
Removing one seam means removing one pixel from each row (or column), in such a way that fewer edges as possible are disrupted.

Identifying these seams is a non-trivial task, which involves EDGE DETECTION. This is often done using Sobel filters. ImageImage
Read 7 tweets
Aug 28, 2022
From "RimWorld" to "Firewatch", there are countless games which feature maps. ๐Ÿ—บ๏ธ

These are FIVE #gamedev resources to create them in your games...

๐Ÿงต๐Ÿ‘‡
1โƒฃ ๐—ง๐—ผ๐—ฝ๐—ผ๐—ด๐—ฟ๐—ฎ๐—ฝ๐—ต๐—ถ๐—ฐ๐—ฎ๐—น ๐— ๐—ฎ๐—ฝ๐˜€ ๐Ÿ—บ๏ธ

This tutorial shows how to render any terrain like a proper topographical maps.

It also supports isolines/contour lines, and custom gradients!

alanzucconi.com/2022/04/19/topโ€ฆ
2โƒฃ ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐— ๐—ฎ๐—ฝ๐˜€ ๐Ÿ—บ๏ธ

This tutorials shows how to create interactive maps. This is particularly useful if you want to give life to satellite data.

alanzucconi.com/2019/07/03/intโ€ฆ
Read 8 tweets
Apr 3, 2022
This week I've been replaying Firewatch. ๐Ÿ›ก๏ธ๐Ÿ”ฅ
Despite being 6 years oldโ€”which is about 40 in indie game yearsโ€”it has aged gracefully and is still an incredibly enjoyable experience.

And replaying it now, I can see how much love @camposanto has put into its making...

๐Ÿงต๐Ÿ‘‡
For me, it's the tiny details that make Firewatch an absolute gem to watch and play.

Like selecting a different number makes your in-game hand move on the lock.
Firewatch is the prefect compromise between being an open-world, exploration game and a more traditional story-driven experience.

@thatJaneNg gave a very interesting talk at GDC about the challenges of designing (and building!) such a space in two years.

gdcvault.com/play/1023191/Mโ€ฆ
Read 8 tweets
Oct 6, 2021
Did I really installed *every* major version of @unity?

Yes, I did. ๐Ÿ˜Œ

Join me in this journey to celebrate how much Unity has changed since 2005...
โ–ถ๏ธ Unity 1.0
Was officially released on June 8 2015, and was initially limited to MacOS.

โ–ถ๏ธ Unity 2.0
Launched in 2007, with a bunch of new features.

These versions are nowhere to be found, but the editor looked very familiar.

Fun fact: not many know that Unity actually started as a collaboration from the Danish programmer Nicholas Francis (@unitynich) and Joachim Ante.

This is what version 0.2b looked like before becoming the Unity we all know.

blog.unity.com/technology/blaโ€ฆ
Read 22 tweets

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