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(Times are in PST timezone)
September 29, 2025
News Update
09:10 - 09:40
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Abiotic Factor: Accessibility Design Methodologies & Breaking New Ground (Quietly) for Misophonia Mode
09:50 - 10:20
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BREAK
10:20 - 10:50
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PS5’s Accessible Gaming Journey: Overview of Audio Focus Feature
10:50 - 11:20
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Maximising Accessibility for Micro-Indies
11:30 - 12:15
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LUNCH
12:15 - 13:15
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A Fresh Set of Specs: Accessibility for Ideation
13:15 - 13:45
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Surveyor: Facilitating Discovery Within 3D Video Games for Blind and Low Vision Players
13:40 - 13:55
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Facing the Future: A History of Positive Disability Representation in Video Games
14:05 - 14:20
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AbleToPlay: Accessibility Data At Scale
14:30 - 14:45
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BREAK
14:45 - 15:15
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Behind the Scenes: EA’s Accessibility Program
15:15 - 15:45
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Weaving Accessibility into South of Midnight
15:55 - 16:25
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September 30, 2025
3 approaches to Accessibility Design in Squeakross: Home Squeak Home
09:10 - 09:40
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Accessibility Inertia: Moving and Momentum
09:50 - 11:20
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BREAK
10:20 - 10:50
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How Your User Research Process Excludes People with Disabilities (and how to fix this)
10:50 - 11:20
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Lost in a Side Quest: Gaming with ADHD
11:30 - 12:15
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LUNCH
12:15 - 13:15
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From Idea to Invention: The Nhuad Journey
13:15 - 13:30
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Automated Testing for Subtitle Accessibility in Games
13:40 - 13:55
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Beyond the Checkbox: Building Accessibility into FC26
14:05 - 14:20
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Arcade Games With One Arm?
14:30 - 14:45
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BREAK
14:45 - 15:15
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VR Is for Everyone: Designing for Comfort in A Knight in the Attic
15:15 - 15:45
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Tag, You’re It: Tools to Implement the Accessible Games Initiative Tags
15:55 - 16:25
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Evening reception
16:30 - 18:30
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