Ian Hamilton's Blog
Independent accessibility specialist, helping studios to avoid excluding gamers with disabilities. Advocate, consultant, speaker and designer.
2017 was yet another bumper year for accessibility, with ever more people saying all kinds of inspiring and thought provoking things about accessibility. Here are a few of my favourites.
Highlights of this year's Global Accessibility Awareness Day, an annual event aimed at getting people talking, thinking and learning about accessibility.
Accessibility for blind gamers has been a difficult area for the games industry. An under-served audience who want content, developers who want to offer it, yet often an unnecessary technical barrier between. That is finally starting to change.
2016 has been a momentous year for accessibility. Not just the advancements that have been made, but also important because of the things that have been said, and the people who have been saying them. This post is a compilation of some of my favourites.
A look at accessibility issues and solutions specific to VR, covering sim sickness, motor impairment, hearing loss, photosensitive epilepsy, and vision impairment.
Accessibility in gaming is never a dull field to be working in, the pace of change is ever accelerating. So often I find myself thinking what an incredible month it has been, topping anything that has gone before. The past month has been no exception.
Ian Hamilton's Comments
[News - 06/11/2018 - 03:46]
re cyborg- it 's an ...
re cyborg- it 's an authentic WWII era pulley based upper arm prosthesis, there 's a demo of it in action at 11:45 here. The whole video is worth a watch, some really cool stuff in it. r n r nhttps://www.youtube.com/watch v 8urUSfs15e8 r n r nThere were actually gun ...
[Blog - 03/08/2018 - 09:18]
[Blog - 12/14/2017 - 09:56]
Filters are usually not the ...
Filters are usually not the best approach for colourblindness, but the simulator that Zein mentioned is useful. r n r nThere are other things that can help. For example third party plugins for Unity to handle remapping, or the text to speech API as part of the Xbox SDK, or ...
[Blog - 03/29/2017 - 10:01]
On the topic of accessibility, ...
On the topic of accessibility, the spec of how the hand works fits a regular fully working adult hand, but there are people who don 't have that finger layout due to physical impairment, and even if your hand is structured like that you might still have certain fingers that ...
[Blog - 10/31/2016 - 11:02]
[News - 01/28/2016 - 12:58]
No Andy, it cannot be ...
No Andy, it cannot be solved unfortunately. r n r nBetter hardware helps, and there are all kinds of design considerations you can make a big difference too. See the E3 resident evil demo for a good example of someone not applying those design considerations. Some Vive games that have ...