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Greater Accessibility with Fewer New Features and Less Scope
Schell Games have developed (and continues to refine) a process to help teams plan and budget early for meeting accessibility goals. In this talk, I Expect You To Die 2's Design Director, Francisco Souki, and Director of Product Management, Alexis Miller, will walk attendees through the process the studio used for the VR game and share the main document used to start the process: The Accessibility Matrix. This process will allow developers to brainstorm, research, and implement accessibility features in their game and streamline their approach to limit scope creep, wasted time, and major expenses. Developers will learn that many accessibility goals can be accomplished for free through intentional design decisions if the priorities are made clear early on in the development cycle.
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