The Quest for Blind-Inclusive Game Design
In this talk, I share my unexpected journey towards blind accessibility in gaming, focusing on how an RPG/adventure game initially aimed at sighted players evolved mid-development to fully embrace the visually impaired community. During the development of the indie game 1428: Shadows over Silesia, with no grand ambitions or extensive experience, I coincidentally signed up to navigate the complexities of making the game fully accessible to blind players. And it became the first accessible adventure game of this scale on PC, and the second on any platform after The Last of Us Part II. Join me to uncover the trials, triumphs, and valuable lessons learned from this endeavor. Together, we'll explore whether your indie or AAA game can be—and if it's worth making—accessible to the blind.