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Hello! New DfD episode, this time looking at colourblindness and Low Vision. It was fascinating to learn about the former - it’s something I never really understood before this video, but it’s so interesting to see how this deficiency can change the way games are played. 

I’ve got lots more videos in the works. Next week will be a vid announcing the game jam, I’m almost done with the script for the Super Metroid Boss Keys, and I’m also well into the next GMTK episode, which is about making more non-violent / non-combat games.

Cheers!

Mark

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Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability

Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who are colourblind or have low vision. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Resources Game accessibility guidelines http://gameaccessibilityguidelines.com Color Oracle https://colororacle.org Sim Daltonism https://michelf.ca/projects/sim-daltonism/ Colourblind Simulator - Unity https://www.alanzucconi.com/2015/12/16/color-blindness/ Colourblind Simulator - Game Maker https://marketplace.yoyogames.com/assets/486/color-blindness-simulation Guidelines for Building Blind-Accessible Computer Games http://www.blindcomputergames.com/guidelines/guidelines.html Screenreader support on Xbox One (video) https://channel9.msdn.com/Events/GDC/GDC-2017/GDC2017-009 Accessibility on iOS https://developer.apple.com/library/archive/documentation/UserExperience/Conceptual/iPhoneAccessibility/Introduction/Introduction.html Accessibility on Android https://material.io/design/usability/accessibility.html#understanding-accessibility Games shown in this episode (in order of appearance) Half-Life 2 (Valve Corporation, 2004) Hue (Fiddlesticks Games, 2016) God of War (Santa Monica Studio, 2018) Cuphead (Studio MDHR, 2017) BioShock 2 (2K Marin, 2010) DOOM (id Software, 2016) Tom Clancy's Rainbow Six Siege (Ubisoft Montreal, 2015) Super Smash Bros. for Wii U (Sora, 2014) Fortnite (Epic Games, 2017) ReCore (Armature Studio, 2016) ChromaGun (Pixel Maniacs, 2015) Into the Breach (Subset Games, 2018) Battlefield 1 (EA DICE, 2016) Call of Duty: Modern Warfare 3 (Infinity Ward, 2011) The Spectrum Retreat (Dan Smith Studios, 2018) Rocket League (Psyonix, 2015) Pyre (Supergiant Games, 2017) Overwatch (Blizzard Entertainment, 2016) Splatoon 2 (Nintendo, 2017) Dead Rising (Capcom, 2006) Kirby's Epic Yarn (Good-Feel, 2010) Life Is Strange: Before the Storm (Deck Nine, 2017) Yakuza 0 (Sega, 2017) Invisible, Inc. (Klei Entertainment, 2015) Monster Hunter: World (Capcom, 2018) Borderlands: The Pre-Sequel (Gearbox Software, 2014) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Alien: Isolation (The Creative Assembly, 2014) Kingdom Come: Deliverance (Warhorse Studios, 2018) Gone Home (Fulbright, 2013) The Awesome Adventures of Captain Spirit (Dontnod Entertainment, 2018) Street Fighter IV (Capcom, 2008) Shoot 1UP (Mommy’s Best Games, 2010) Mortal Kombat X (NetherRealm Studios, 2015) Injustice: Gods Among Us (NetherRealm Studios, 2013) Killer Instinct (Double Helix Games, 2013) Skullgirls (Reverge Labs, 2012) Hearthstone (Blizzard Entertainment, 2014) Dream Daddy: A Dad Dating Simulator (Game Grumps, 2017) Semblance (Nyamakop, 2018) Transformers: Devastation (Platinum Games, 2015) Music used in this episode 00:00 - Puzzle Pieces, Lee Rosevere 00:33 - Substory Theme A (Yakuza 0) 03:11 - Free Roam Theme (Life is Strange: Farewell) 07:33 - Zen 4 (Life is Strange: Farewell) 12:26 - Dynamic Theme Music (Life is Strange: Before the Storm) 13:23 - k. Part 2 - 01 untitled 1, animeistrash

Comments

Anonymous

Great video. I'm glad you are taking time to properly dive into these topics. Completely agree with your tweet about using the platform you have to raise awareness. Some really interesting comments on the video too.

Anonymous

It love this series as someone with a disability so many games are inaccessible to me, your series is so good for raising the issue and suggesting solutions! I love it!

Parachuting Turtle

I love that you're doing this series. I'm also psyched for the next GMTK!

Rich Stoehr

Very nicely done, Mark! I love the music choices (mostly from life is strange!) and using footage of Kenshi when you start talking about blindness was such a nice touch.

Mark M

Great video. What's great about this series is that it's a truly useful tool for somebody actually making a game - by implementing this stuff you're making better software that works for a larger audience. I'm red-green colour blind and these principles work perfectly for me. As much as possible, avoid designing key gameplay elements around colour only. Patterns and symbols work, and if you do have to use colour, make sure the contrast is clear for all involved. There's no need to redesign everything, just things that players will need to distinguish quickly. Also, I have 20/20 vision but often find the small font issue constantly bothering me. I often have to sit scoot closer to the screen to read menus!