Senior @Xbox Game Studios Accessibility Lead | Co-Director of Award-Winning @GA_Conf | Disability at @Microsoft Co-Chair | CIPT MVP | be accessible, do crime
Dec 20, 2022 • 11 tweets • 3 min read
I recently got asked if there were accessibility impacts if a game chooses to use mouse style/free-floating cursors in games on console or when using a controller.
A: Yes! There definitely is.
Let's break down some of the accessibility challenges this style introduces #gamedev
To back this up for a second, let's talk about keyboard navigation. When you're making an app/website on PC, for accessibility, users should be able to navigate by both keyboard alone and by mouse.
Keyboard alone can be incredibly important for those with limited mobility.
In our Discord, we have a “food” channel, where we let everyone share what they’re eating and drinking during the conference.
During the EU conference, @BlondeHistorian posted she was having Battenberg cake.
Growing up in the US, I had NO IDEA what it was. Then everyone in the chat is telling me about this delicious cake wrapped in marzipan.
The chat is taken over by how I must try it, but it doesn’t stop there.
Mar 2, 2022 • 12 tweets • 4 min read
Have you noticed that a lot of games either don't have screen reader support or if they do it ... leaves something to be desired?
This is because it's incredibly hard to create screen reader experiences from a development process.
So separating audio, I can meant from the video itself. We already support separate audio channels (which is how we do multiple languages for our big shows) but ...
@LesterCovax@brycej@LittleRabbtPaws@Twitch@awscloud@WatchMixer@Azure@ianhamilton_ 2/ For streamers using Xsplit, OBS or Native Broadcasting on the Xbox, although the sources are individual on the streamer side, when they make it to us, it's all collapsed together, making it all jumbled. They aren't sending their voice along like we do for big shows.