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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