#GACONF USA 2023

The hybrid edition of #GAconf USA 2023 was held on 9th-10th October across Zoom, Discord and the Archer Hotel in Redmond.

ALL PREVIOUS CONFERENCES

DAY 1

 

Ian Hamilton

News update

Ian Hamilton

A round-up of some of the great progress made in the past 6 months.

 


Michael Anthony

Accessibility as Social Justice

Michael Anthony, Microsoft

Accessibility continues to be one of the most important things we can do in game development and we’ve made tremendous progress as an industry over the years. Now its time for a reframing of the work that we do both as developers, producers, directors, and even as an advocate or consultant. In this talk we will talk about how to reframe accessibility work and processes from the lens of social justice and give some food for thought on how we can make these changes across the industry.

 


Christian Cimon

Just Enough – Dead Space, Horror, and Player Choice.

Christian Cimon & Morgan Baker, EA

 Games are for everyone, and horror games are no exception. This talk will discuss how Motive Studio approached inclusion in the Dead Space Remake by integrating content warnings, gore mitigation, and other related settings.

 


Tara Voelker

Seasick in Cyberspace: Navigating Motion Sickness in Video Games

Tara Voelker, Chat Bouton, Jay Justice, Sam McDaniel

Sim Sickness, also known as motion sickness, is a prevalent yet often misunderstood issue that affects a substantial portion of gamers. This panel of individuals who have personally experienced sim sickness while gaming and game development will share their stories, insights, and coping strategies, shedding light on a topic that is often overlooked. Motion sickness in gaming is no joke, but this panel is here to share their wild and sometimes wobbly adventures.

 


Rachél Bazelais

Neurodiversity in the Workplace

Rachél Bazelais, Undead Labs

We are usually focussed on accessibility in games and how we can make this better for our players, but I am going to talk a little bit about how we can make our workplace more accessible.

 


Leah Skerry

Unity’s Screen Reader Support

Leah Skerry, Unity

Unity’s Senior Product Manager will share what to expect in 23.2 – Screen reader support for mobile.

 


Patrycja Polowczyk

Speech Accessibility In Games From The Perspective of a Person Who Stutters

Patrycja Polowczyk, PlayAbility

A deep dive into speech accessibility and different mechanics that games implement in order to facilitate and enhance cooperation and information flow. This talk focuses on exploring the solutions that work and those that fall short for people with speech disabilities.

 


Nick Kaman

Making Accessibility Fun by Adding A Gun

Nick Kaman, Aggro Crab Games

In this talk, Nick explains why and how his team at Aggro Crab were determined to add accessibility into Another Crab‘s Treasure, a game in the soulslike genre which is infamous for lacking these sorts of options. You will find out why “giving the player a gun” makes a game more accessible.

 


Craig Kaufman

AbleGamers: Making Communities and Gaming More Accessible for Disabled Players

Craig Kaufman, AbleGamers.

Join us for a dynamic 30-minute session that unveils the impactful work of the AbleGamers organization. We’ll provide an insightful overview of their current roles and groundbreaking initiatives aimed at making gaming accessible to all. Discover how AbleGamers is breaking barriers and redefining the gaming landscape.

 

 


Jenna Issary

“Showering the Ground with Gore”: The Audio Description of Mortal Kombat 1

Jennissary & Ross Minor, Descriptive Video Works

A deep dive into the workflow, challenges, history, and player reception of Mortal Kombat 1’s brutal Audio Description.


DAY 2

 

Ameliane Chiasson

Learnings & Tales From Building a Games Accessibility Service

Améliane F. Chiasson, Player Research.

From client to vendor, witness the journey of a Games Accessibility Lead working to support three communities: developers, players and consultants. Learn about the state of accessibility in the games industry, the challenges each of those communities face and what they need and deserve to build and/or play thoughtful, inclusive games.

 


Jazmin Cano

Accessibility for Low Vision Players in Cosmonious High

Jazmin Cano, Owlchemy Labs

Jazmin shares insights into the team’s approach in developing the Vision Accessibility update for Cosmonious High which was designed for, and with, players who are legally blind or have low vision. Viewers will gain an understanding of the efforts invested in creating these accessibility features and hear about feedback received since its release.

 


James Berg

Your Piece of the Puzzle: Working Effectively With Developers

James Berg, Xbox

Sometimes, the process of working with game developers to improve accessibility doesn’t go as well as you hoped or expected. But, why? Didn’t they know you were there to help?!

This candid, behind-the-curtains talk will provide context for some of the less obvious or outright counter-intuitive reasons that can happen, and practical, actionable advice on how we can improve those situations.

 


Carol Mertz

Good Game Design is Accessible

Carol Mertz, Chris King, Drew McCrory, Adam Oliver

Join four game designers with experience in AAA, indie, and board games for a discussion on accessible game design. They’ll explore aspects of successful accessible designs, accessibility-first approaches to design, and how to support this through processes, workflow and documentation.

 


Shell Little

Sunglasses in the Club: Game Design for Light Sensitivity

Shell Little, independent

In this talk, Shell Little (she/her) discusses common barriers people with light sensitivity, photophobia, and flashing sensitivity experience in games. It’s often only minor changes that need to be made in order to make gameplay not only inclusive but safe for individuals with migraines, brain injuries, sensory issues, and epilepsy.

 


Jessica Roache

Driving The Conversation: How Communications Can Accelerate Accessibility

Jessica Roache, Ubisoft

Ubisoft’s accessibility team set out with the goal of making accessibility part of the company’s DNA – spanning from the games to marketing, PR, events and more. In this talk, Jessica Roache, Sr. Corporate Communications Manager at Ubisoft, will share details on how she built a global communications program to support and amplify Ubisoft’s accessibility work, with practical takeaways for driving accessibility within your company through strategic communications.

 


Alexx Aplin

Chronic Pain, Accessibility and Time Management

Alexx Aplin, Phenixx Gaming

For people suffering from chronic pain issues, time management is key both in daily life and in leisure time. This can affect gaming habits, and Accessibility can go a long way to help mitigate problems. With the right level of accessibility, you can make your game more appealing whether someone is experiencing a flare up of Chronic Pain symptoms or not. This presentation will give you all the details you need.

 


Morgan Baker

Noise to Nuance: A Deaf Perspective on Sound Design

Morgan Baker, EA

Through volume controls and output devices, there are plenty of ways to make games more accessible to Deaf and Hard of Hearing players. But how can we take our accessibility to the next level by considering clarity, simplicity, and consistency within the design itself? This session is an exploration of how to think about accessible and inclusive sound design from a Deaf person’s perspective.

 


Nehal Chintala

Accessibility Journey for Forza Motorsport: Featuring Blind Driving Assists

Nehal Chintala, Katrin Hilman & Todd Helsley

Accessibility champions on Forza Motorsport have spent years developing new Accessibility features to bring to its players. This talk will cover the Accessibility journey for the new game, an overview into their accessibility investments, as well as a deep dive into the Blind Driving Assists. It will cover an overview of what the assists are and how the team collaborated with Brandon Cole and others from the Gaming and Disability community, to bring this feature to life. The goal is to share our learnings and experiences so that we (game developers) can collectively work together to make future games more accessible to as many people as possible.

 


Tyler Fentie

Community-Driven Innovation: Advancing Accessible Gaming through Open Source

Tyler Fentie & Chad Leaman, Makers Making Change

Exploring the power of open source low cost assistive technology to create custom hardware and software solutions for gamers with disabilities. Makers Making Change has been leveraging the maker movement and DIY solutions to otherwise inaccessible assistive technology. Learn about the impacts this can have for gamers, clinicians, and the gaming industry. Learn about the barriers when creating an accessible gaming space and how to approach them. Learn about the recent work with our GAME Checkpoints program and the lessons learned and benefits of establishing these spaces across Canada.

GAconf USA

April 2025

London

REGISTRATION COMING SOON