A look at the current state of accessibility in games.

The conference talks were also live streamed through Zoom thanks to the conference’s hybrid setup.

It’s a setup that means speakers and attendees can attend GAConf on their own terms.

A funky pale blue and orange wallpaper for Deathloop. Lead characters Colt and Julianna can be seen on it, against a swirling pattern, with other comic characters drawn on too. Lots of energy, lots of style.

This was supported by a surprisingly robust COVID consideration, when most events are ignoring the ongoing pandemic.

In-person attendees were required to have proof of vaccination and a negative COVID test.

“We don’t want anyone to feel excluded from the GAConf community,” Voelker said.

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Lucile Dolbeau then led a panel discussionon how accessibility is approached and addressed in quality assurance.

This was followed by a series of short talks after lunch.

The talk also touched on how Rare has developed a culture of accessibility over the years.

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They had practical advice on how to do it and what to expect.

The panel was led by Stacey Jenkins of Ubisoft Paris and included RollWithRu, Arevya, and Kolo Jones.

Next,Brandon Blacoe spoke about creating accessible hardware with a look at the modular kits he’s producing.

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The program was rounded off byYoann Bazoge discussing how accessibility was retrofitted into Deathloop.

All the talks are available on theIDGA-GA SIG YouTube channelandwebsite, and are linked throughout.

The conference moves to Seattle in Autumn, with more information available on GAConf’s website.