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Game Makers Toolkit | Improving Games for Those with Cognitive Disabilities | Designing for Disability @GMTK | Uploaded February 2019 | Updated October 2024, 6 days ago.
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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.

Resources

Game accessibility guidelines
gameaccessibilityguidelines.com

Designing to Minimize Simulation Sickness in VR Games | GDC Vault
gdcvault.com/play/1022772/Designing-to-Minimize-Simulation-Sickness

VR & accessibility | Gamasutra
gamasutra.com/blogs/IanHamilton/20161031/284491/VR__accessibility.php

Harding FPA
hardingfpa.com

OpenDyslexia
opendyslexic.org

FS Me
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)

Contribute translated subtitles - amara.org/v/C3BEV
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Improving Games for Those with Cognitive Disabilities | Designing for Disability @GMTK

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