{"id":33167,"date":"2018-07-16T19:50:00","date_gmt":"2018-07-16T19:50:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/322204"},"modified":"2018-07-16T19:50:00","modified_gmt":"2018-07-16T19:50:00","slug":"game-makers-toolkit-debuts-new-series-on-designing-for-accessibility","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/07\/16\/game-makers-toolkit-debuts-new-series-on-designing-for-accessibility\/","title":{"rendered":"Game Maker&#8217;s Toolkit debuts new series on designing for accessibility"},"content":{"rendered":"<blockquote><p><strong>&#8220;Video games are for everyone. But disabled people can be left out if developers don\u2019t consider their needs.&#8221;<\/strong><\/p><\/blockquote>\n<p><em>&#8211; Game Maker&#8217;s Toolkit&#8217;s Mark Brown on designing for disability.\u00a0<\/em><\/p>\n<p>Game Maker&#8217;s Toolkit&#8217;s Mark Brown\u00a0launched a new video series today exploring\u00a0the best practices for making games more accessible to a wide range of disabilities.<\/p>\n<p>Starting with auditory options, he begins by discussing how developers can design experiences for players who are deaf and hard of hearing.\u00a0<\/p>\n<p>One of the most popular accessibility option in games are subtitles, but they certainly aren&#8217;t perfect. &#8220;TV and movies have an almost universal standard for subtitles, with big text and clear fonts and easy-to-digest lines,&#8221; Brown explains.\u00a0<\/p>\n<p>&#8220;Video game developers seem to just make it up as they go along, leading to crappy subtitles in tiny text and illegible fonts and ridiculous dimensions.&#8221;\u00a0<\/p>\n<p>Brown refers to <em>Borderlands 2<\/em> and its small, unclear text and poor choice of font color as an example of poor subtitles, making it hard for a player to discern which characters are talking. &#8220;And this is just when you&#8217;re standing still,&#8221; he points out. &#8220;Imagine trying to read this stuff in the middle of a heated combat encounter.&#8221;\u00a0<\/p>\n<p>&#8220;That&#8217;s the thing about video game subtitles: it&#8217;s more important than any other medium that that they&#8217;re easy to read, because you&#8217;re trying to divide your attention between the subtitles and everything else you need to think about,\u00a0&#8221; he says.\u00a0<\/p>\n<p>In an effort to get developers on the same page, Brown presents a set of golden rules for good subtitles. First off, they should be large.<\/p>\n<p>&#8220;Tiny subtitles are probably the most common mistake that developers make in this area,&#8221; he notes. &#8220;Perhaps they don&#8217;t want to break the immersion of the game world; but those who really need subtitles don&#8217;t care about that. They care about being able to read the dialogue quickly.&#8221;<\/p>\n<p>He uses\u00a0<em>Life is Strange: Before the Storm<\/em> and <em>Assassins Creed Origins<\/em> as examples and encourages devs to boost the font size of their text so that it can easily be seen from across a room. Or better yet, let players choose a size that suits them.\u00a0<\/p>\n<p>This is just the first golden rule of subtitles (with many more!) and Brown was just speaking of\u00a0<em>one<\/em>\u00a0feature\u00a0for auditory options, so be\u00a0sure to watch the entire video <a href=\"https:\/\/www.youtube.com\/watch?v=4NGe4dzlukc&amp;feature=youtu.be\">over at Game Maker&#8217;s Toolkit.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;Video games are for everyone. But disabled people can be left out if developers don\u2019t consider their needs.&#8221; &#8211; Game Maker&#8217;s Toolkit&#8217;s Mark Brown on designing for disability.\u00a0 Game Maker&#8217;s Toolkit&#8217;s Mark Brown\u00a0launched a new video series today exploring\u00a0the best practices for making games more accessible to a wide range of disabilities. Starting with auditory [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":33168,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-33167","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/33167","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=33167"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/33167\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/33168"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=33167"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=33167"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=33167"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}