This book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind.
This book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind.
Brandon Cole was a totally blind, award¿winning accessibility consultant working primarily in the video game industry. His notable work includes such titles as The Last of Us Part 1 and The Last of Us Part 2, among others. He also used his social media, blog, and streaming platforms to advocate for accessibility whenever possible. Tragically, he passed away in June 2024 after a brief fight with Melanoma. You can still find his website, YouTube, and social media at brandoncole.net.
Inhaltsangabe
Introduction Part 1: The Story of Accessibility Chapter 1: Defining Accessibility/Inaccessibility Chapter 2: Accidental Accessibility: The Tenacity of the Blind Gamer Chapter 3: Blind Accessibility Specifics: What It Means to Make Something Blind Accessible Chapter 4: Accessible Beginnings: MUDs Text Adventures and So On Chapter 5: Audio Games Chapter 6: Blind Accessibility's Mainstream Beginnings Chapter 7: AAA Accessibility Reaches the Totally Blind Chapter 8: The State of Blind Accessibility Part 2: Guidelines for Blind Accessibility in Games Chapter 9: Basic Principles of Blind Accessibility Chapter 10: Every Game is Different Chapter 11: Narration Chapter 12: Navigation and Traversal Chapter 13: Audio Cues Chapter 14: The Power of Good Audio Design Chapter 15: Audio Description and Scripted Events Chapter 16: Combat and Kombat Chapter 17: Puzzles Chapter 18: Racing and Driving Chapter 19: Open Worlds Chapter 20: The Multiplayer Discussion Chapter 21: Unexplored Territory Conclusion
Introduction Part 1: The Story of Accessibility Chapter 1: Defining Accessibility/Inaccessibility Chapter 2: Accidental Accessibility: The Tenacity of the Blind Gamer Chapter 3: Blind Accessibility Specifics: What It Means to Make Something Blind Accessible Chapter 4: Accessible Beginnings: MUDs Text Adventures and So On Chapter 5: Audio Games Chapter 6: Blind Accessibility's Mainstream Beginnings Chapter 7: AAA Accessibility Reaches the Totally Blind Chapter 8: The State of Blind Accessibility Part 2: Guidelines for Blind Accessibility in Games Chapter 9: Basic Principles of Blind Accessibility Chapter 10: Every Game is Different Chapter 11: Narration Chapter 12: Navigation and Traversal Chapter 13: Audio Cues Chapter 14: The Power of Good Audio Design Chapter 15: Audio Description and Scripted Events Chapter 16: Combat and Kombat Chapter 17: Puzzles Chapter 18: Racing and Driving Chapter 19: Open Worlds Chapter 20: The Multiplayer Discussion Chapter 21: Unexplored Territory Conclusion
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