[games_access] games_access Digest, Vol 124, Issue 6

Ian Hamilton i_h at hotmail.com
Fri Mar 21 12:02:18 EDT 2014


Others are flying the flag here too, there are five accessibility related sessions this year!
As well as the SIG round table there is also one for general accessibility and one about blind accessibility (including a blind panellist, which was great), also a talk by Nicky from Somethin Else about sound design that went into some detail on Papa Sangre which is designed ground up for blind accessibility, nice fact from that is that with a  93 it has the highest metacritic score of any iOS game, and then lastly a talk from John Nesky of That Game Company about lessons learned from the camera work in Journey, most of which were about simulation sickness.
Ian

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From: games_access-request at igda.org
To: <games_access at igda.org>
Subject: games_access Digest, Vol 124, Issue 6
Date: Fri, Mar 21, 2014 08:43


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Today's Topics:

   1. Re: games_access Digest, Vol 124, Issue 5 (Ian Hamilton)
   2. Re: games_access Digest, Vol 124, Issue 5 (Barrie Ellis)
   3. Re: games_access Digest, Vol 124, Issue 5 (Ben Sawyer)


----------------------------------------------------------------------

Message: 1
Date: 21 Mar 2014 08:18:32 -0700
From: Ian Hamilton <i_h at hotmail.com>
Subject: Re: [games_access] games_access Digest, Vol 124, Issue 5
To: <games_access at igda.org>
Message-ID: <BAY402-EAS706AA7405865DCD192969E91790 at phx.gbl>
Content-Type: text/plain; charset="utf-8"


As far as I'm aware at least, Unreal are the first tool vendor to have done it.

A plugin would be great but if they can include it in the tool itself that would be even better, as that way there will be people who haven't thought about colourblindness before who stumble across it, meaning it could be a good awareness raising tool as well as a good production tool. Just so long as it is somewhere a little more prominent than it is in Unreal.

I've been working on Unity for a while, where it has got to is that they are interested, but not quite interested enough to do it themselves. So it's the standard tool vendor response that they love the idea but have a rammed backlog, other priorities, etc.
However, much like Unreal, they're totally up for including it if someone else will develop it for them.

I had an offer yesterday, a studio in the US who are experienced in this kind of work who are willing to donate a few days to do the work for free. So it's just a case of making it happen now, which hopefully this Unreal development will give the impetus for.

The work itself is fairly trivial, the algorithms are all publicly available. Thomas has been chatting with them this week too, and from what he was saying the new version has greatly simplified the process for making shaders.

Then of course if the two big players both offer the feature, plenty of the smaller ones will end up copying them :)

----- Reply message -----
From: games_access-request at igda.org
To: <games_access at igda.org>
Subject: games_access Digest, Vol 124, Issue 5
Date: Fri, Mar 21, 2014 07:00


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Today's Topics:

   1. Outstanding news from GDC (Ian Hamilton)
   2. Re: Outstanding news from GDC (Ben Sawyer)


----------------------------------------------------------------------

Message: 1
Date: Fri, 21 Mar 2014 08:05:58 +0000
From: Ian Hamilton <i_h at hotmail.com>
Subject: [games_access] Outstanding news from GDC
To: "games_access at igda.org" <games_access at igda.org>
Message-ID: <DUB130-W26DDDFDA04C570CB50116091790 at phx.gbl>
Content-Type: text/plain; charset="iso-8859-1"

Epic have time set aside on Friday afternoons where devs are free to work on whatever they want. In the space of one of those afternoons one of the Unreal devs knocked out some colourblind filters, so after a couple more days' tweaking they've now been included as part of the Unreal engine, so developers can see through colourblind eyes as they work.
There's a bit of a caveat in that the options are fairly deep in the display preferences, but that aside, that's a huge number of AAA devs who now have the tools necessary to avoid excluding CVD gamers.


Show floor photo:
http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
Ian
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Message: 2
Date: Fri, 21 Mar 2014 06:13:49 -0700
From: Ben Sawyer <bsawyer at dmill.com>
Subject: Re: [games_access] Outstanding news from GDC
To: Betts Pamela <games_access at igda.org>
Message-ID: <ABC58BF4-EDAA-4B05-B8E4-E36BF8434545 at dmill.com>
Content-Type: text/plain; charset=iso-8859-1

Has Unity done this yet? Or is this problem solved by a Unity plug-in?

On Mar 21, 2014, at 1:05 AM, Ian Hamilton <i_h at hotmail.com> wrote:

> Epic have time set aside on Friday afternoons where devs are free to work on whatever they want. In the space of one of those afternoons one of the Unreal devs knocked out some colourblind filters, so after a couple more days' tweaking they've now been included as part of the Unreal engine, so developers can see through colourblind eyes as they work.
>
> There's a bit of a caveat in that the options are fairly deep in the display preferences, but that aside, that's a huge number of AAA devs who now have the tools necessary to avoid excluding CVD gamers.
>
> Show floor photo:
>
> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
>
> Ian
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
> The main SIG website page is http://igda-gasig.org



------------------------------

_______________________________________________
games_access mailing list
games_access at igda.org
http://seven.pairlist.net/mailman/listinfo/games_access
The main SIG website page is http://igda-gasig.org

End of games_access Digest, Vol 124, Issue 5
********************************************

------------------------------

Message: 2
Date: Fri, 21 Mar 2014 15:29:10 +0000
From: Barrie Ellis <barrie.ellis at oneswitch.org.uk>
Subject: Re: [games_access] games_access Digest, Vol 124, Issue 5
To: IGDA Games Accessibility SIG Mailing List <games_access at igda.org>
Message-ID:
        <CAEdM-4J5GhLBt3bpWzVzLyXht+=OoRnrUtQ3ze1AsjPb3v708A at mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Progress!! Great news, and great to hear you two flying the flag for
accessibility at GDC.


On 21 March 2014 15:18, Ian Hamilton <i_h at hotmail.com> wrote:

>
> As far as I'm aware at least, Unreal are the first tool vendor to have
> done it.
>
> A plugin would be great but if they can include it in the tool itself that
> would be even better, as that way there will be people who haven't thought
> about colourblindness before who stumble across it, meaning it could be a
> good awareness raising tool as well as a good production tool. Just so long
> as it is somewhere a little more prominent than it is in Unreal.
>
> I've been working on Unity for a while, where it has got to is that they
> are interested, but not quite interested enough to do it themselves. So
> it's the standard tool vendor response that they love the idea but have a
> rammed backlog, other priorities, etc.
> However, much like Unreal, they're totally up for including it if someone
> else will develop it for them.
>
> I had an offer yesterday, a studio in the US who are experienced in this
> kind of work who are willing to donate a few days to do the work for free.
> So it's just a case of making it happen now, which hopefully this Unreal
> development will give the impetus for.
>
> The work itself is fairly trivial, the algorithms are all publicly
> available. Thomas has been chatting with them this week too, and from what
> he was saying the new version has greatly simplified the process for making
> shaders.
>
> Then of course if the two big players both offer the feature, plenty of
> the smaller ones will end up copying them :)
>
> ----- Reply message -----
> From: games_access-request at igda.org
> To: <games_access at igda.org>
> Subject: games_access Digest, Vol 124, Issue 5
> Date: Fri, Mar 21, 2014 07:00
>
>
> Send games_access mailing list submissions to
>         games_access at igda.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
>         http://seven.pairlist.net/mailman/listinfo/games_access
> or, via email, send a message with subject or body 'help' to
>         games_access-request at igda.org
>
> You can reach the person managing the list at
>         games_access-owner at igda.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of games_access digest..."
>
>
> Today's Topics:
>
>    1. Outstanding news from GDC (Ian Hamilton)
>    2. Re: Outstanding news from GDC (Ben Sawyer)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Fri, 21 Mar 2014 08:05:58 +0000
> From: Ian Hamilton <i_h at hotmail.com>
> Subject: [games_access] Outstanding news from GDC
> To: "games_access at igda.org" <games_access at igda.org>
> Message-ID: <DUB130-W26DDDFDA04C570CB50116091790 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Epic have time set aside on Friday afternoons where devs are free to work
> on whatever they want. In the space of one of those afternoons one of the
> Unreal devs knocked out some colourblind filters, so after a couple more
> days' tweaking they've now been included as part of the Unreal engine, so
> developers can see through colourblind eyes as they work.
> There's a bit of a caveat in that the options are fairly deep in the
> display preferences, but that aside, that's a huge number of AAA devs who
> now have the tools necessary to avoid excluding CVD gamers.
>
>
> Show floor photo:
> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
> Ian
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> URL: <
> http://seven.pairlist.net/pipermail/games_access/attachments/20140321/48e637f8/attachment-0001.html
> >
>
> ------------------------------
>
> Message: 2
> Date: Fri, 21 Mar 2014 06:13:49 -0700
> From: Ben Sawyer <bsawyer at dmill.com>
> Subject: Re: [games_access] Outstanding news from GDC
> To: Betts Pamela <games_access at igda.org>
> Message-ID: <ABC58BF4-EDAA-4B05-B8E4-E36BF8434545 at dmill.com>
> Content-Type: text/plain; charset=iso-8859-1
>
> Has Unity done this yet? Or is this problem solved by a Unity plug-in?
>
> On Mar 21, 2014, at 1:05 AM, Ian Hamilton <i_h at hotmail.com> wrote:
>
> > Epic have time set aside on Friday afternoons where devs are free to
> work on whatever they want. In the space of one of those afternoons one of
> the Unreal devs knocked out some colourblind filters, so after a couple
> more days' tweaking they've now been included as part of the Unreal engine,
> so developers can see through colourblind eyes as they work.
> >
> > There's a bit of a caveat in that the options are fairly deep in the
> display preferences, but that aside, that's a huge number of AAA devs who
> now have the tools necessary to avoid excluding CVD gamers.
> >
> > Show floor photo:
> >
> > http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
> >
> > Ian
> > _______________________________________________
> > games_access mailing list
> > games_access at igda.org
> > http://seven.pairlist.net/mailman/listinfo/games_access
> > The main SIG website page is http://igda-gasig.org
>
>
>
> ------------------------------
>
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
> The main SIG website page is http://igda-gasig.org
>
> End of games_access Digest, Vol 124, Issue 5
> ********************************************
>
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
> The main SIG website page is http://igda-gasig.org
>
>
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Message: 3
Date: Fri, 21 Mar 2014 08:43:28 -0700
From: Ben Sawyer <bsawyer at dmill.com>
Subject: Re: [games_access] games_access Digest, Vol 124, Issue 5
To: Betts Pamela <games_access at igda.org>
Message-ID: <FB91DF31-5E3B-40DB-B337-5738BCF66CFF at dmill.com>
Content-Type: text/plain; charset=us-ascii

What about like a $5000 prize for a verifiable unit plug-in - we define the outcomes and offer a prize like XPrize.

On Mar 21, 2014, at 8:18 AM, Ian Hamilton <i_h at hotmail.com> wrote:

>
> As far as I'm aware at least, Unreal are the first tool vendor to have done it.
>
> A plugin would be great but if they can include it in the tool itself that would be even better, as that way there will be people who haven't thought about colourblindness before who stumble across it, meaning it could be a good awareness raising tool as well as a good production tool. Just so long as it is somewhere a little more prominent than it is in Unreal.
>
> I've been working on Unity for a while, where it has got to is that they are interested, but not quite interested enough to do it themselves. So it's the standard tool vendor response that they love the idea but have a rammed backlog, other priorities, etc.
> However, much like Unreal, they're totally up for including it if someone else will develop it for them.
>
> I had an offer yesterday, a studio in the US who are experienced in this kind of work who are willing to donate a few days to do the work for free. So it's just a case of making it happen now, which hopefully this Unreal development will give the impetus for.
>
> The work itself is fairly trivial, the algorithms are all publicly available. Thomas has been chatting with them this week too, and from what he was saying the new version has greatly simplified the process for making shaders.
>
> Then of course if the two big players both offer the feature, plenty of the smaller ones will end up copying them :)
>
> ----- Reply message -----
> From: games_access-request at igda.org
> To: <games_access at igda.org>
> Subject: games_access Digest, Vol 124, Issue 5
> Date: Fri, Mar 21, 2014 07:00
>
>
> Send games_access mailing list submissions to
>        games_access at igda.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
>        http://seven.pairlist.net/mailman/listinfo/games_access
> or, via email, send a message with subject or body 'help' to
>        games_access-request at igda.org
>
> You can reach the person managing the list at
>        games_access-owner at igda.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of games_access digest..."
>
>
> Today's Topics:
>
>   1. Outstanding news from GDC (Ian Hamilton)
>   2. Re: Outstanding news from GDC (Ben Sawyer)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Fri, 21 Mar 2014 08:05:58 +0000
> From: Ian Hamilton <i_h at hotmail.com>
> Subject: [games_access] Outstanding news from GDC
> To: "games_access at igda.org" <games_access at igda.org>
> Message-ID: <DUB130-W26DDDFDA04C570CB50116091790 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Epic have time set aside on Friday afternoons where devs are free to work on whatever they want. In the space of one of those afternoons one of the Unreal devs knocked out some colourblind filters, so after a couple more days' tweaking they've now been included as part of the Unreal engine, so developers can see through colourblind eyes as they work.
> There's a bit of a caveat in that the options are fairly deep in the display preferences, but that aside, that's a huge number of AAA devs who now have the tools necessary to avoid excluding CVD gamers.
>
>
> Show floor photo:
> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
> Ian
> -------------- next part --------------
> An HTML attachment was scrubbed...
> URL: <http://seven.pairlist.net/pipermail/games_access/attachments/20140321/48e637f8/attachment-0001.html>
>
> ------------------------------
>
> Message: 2
> Date: Fri, 21 Mar 2014 06:13:49 -0700
> From: Ben Sawyer <bsawyer at dmill.com>
> Subject: Re: [games_access] Outstanding news from GDC
> To: Betts Pamela <games_access at igda.org>
> Message-ID: <ABC58BF4-EDAA-4B05-B8E4-E36BF8434545 at dmill.com>
> Content-Type: text/plain; charset=iso-8859-1
>
> Has Unity done this yet? Or is this problem solved by a Unity plug-in?
>
> On Mar 21, 2014, at 1:05 AM, Ian Hamilton <i_h at hotmail.com> wrote:
>
>> Epic have time set aside on Friday afternoons where devs are free to work on whatever they want. In the space of one of those afternoons one of the Unreal devs knocked out some colourblind filters, so after a couple more days' tweaking they've now been included as part of the Unreal engine, so developers can see through colourblind eyes as they work.
>>
>> There's a bit of a caveat in that the options are fairly deep in the display preferences, but that aside, that's a huge number of AAA devs who now have the tools necessary to avoid excluding CVD gamers.
>>
>> Show floor photo:
>>
>> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
>>
>> Ian
>> _______________________________________________
>> games_access mailing list
>> games_access at igda.org
>> http://seven.pairlist.net/mailman/listinfo/games_access
>> The main SIG website page is http://igda-gasig.org
>
>
>
> ------------------------------
>
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
> The main SIG website page is http://igda-gasig.org
>
> End of games_access Digest, Vol 124, Issue 5
> ********************************************
> _______________________________________________
> games_access mailing list
> games_access at igda.org
> http://seven.pairlist.net/mailman/listinfo/games_access
> The main SIG website page is http://igda-gasig.org



------------------------------

_______________________________________________
games_access mailing list
games_access at igda.org
http://seven.pairlist.net/mailman/listinfo/games_access
The main SIG website page is http://igda-gasig.org

End of games_access Digest, Vol 124, Issue 6
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