Accessibility in Videogames

This article will focus on how to design accessible videogames for players living with a disability. The idea came after writing a long thread on Twitter which focused on accessibility design.

If this is a topic that interests you, and you want to learn what you can do to make your videogames more accessible, keep reading!

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Accessibility Design: Color Blindness

The filter

This tutorial will teach you how to create and use post-processing effects which simulate how colour blind players might experience your Unity game. One of my most anticipated games is The Witness; since it uses so many vibrant colours, it will be used as an example in this tutorial. This is how a player affected by red-green colour blindness (protanopia) might see it:

The image effect provided in this tutorial will help you understand which parts of your game are harder to see for color blind users.

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The most anticipated platform games

Rain World | Videocult | website | devlog | steam

When a game is on TIGsource, there’s a good heuristic for its future success: the number of pages its devlog has. The original post about FEZ, for example, counted 127 pages. Rain World, on the other hand, is getting dangerously close to 200. When a game is able to generate so much discussion, is hard to imagine anything but success in its future. Set in a post-apocalyptic future, Rain World asks you to accomplish a simple task: to survive. The eerie world is surrounded by glowing lizards and skeleton vultures. The developers or Rain World have been open about the different techniques they’re using in the game, including the secrets behind the super smooth movements of the main protagonists: the slugcats. Yes slugcats: agile creatures with bodies as flexible as slugs, simulated with real physics and rendered as meshes. A very early demo of the game has been made available to the backers who helped Rain World being funded on Kickstarter.

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