Moving from Why to How in Video Game Accessibility
summary
Consultant work on The Last of Us Part II, Ghost of Tsushima and Dead Cells shows accessibility succeeds when it is baked into design not bolted on: Ghost of Tsushima’s Kurosawa mode replaces color with icons so colorblind options become unnecessary; Hi-Fi Rush uses visual beat cues to make rhythm mechanics playable for deaf players; Dead Cells’ DLC Breaking Barriers proves post‑launch accessibility can unlock new audiences. Studios scale this by appointing internal champions, hiring diverse consultants, exposing features up front, and recognizing an estimated 400 million disabled gamers.
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chapters (6)
- 0:00Introduction and background
- 5:26Understanding my visual acuity
- 12:33The importance of accessibility
- 14:27Shifting from why to how
- 28:18Strategies for implementation
- 43:46Continuous improvement and transparency
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