In Dusty Levenberg's talk, she's already dropping truth and memes!
Rebind Studios
@rebindstudios.com
Rebind Studios helps game developers, publishers, and platforms create more accessible player experiences and build the programs, processes, and skills needed to keep improving.
A fantastic talk on avatar representation for disabled players during the @gaconf.bsky.social microtalks! 📖 You can read the paper that inspired the talk here: github.com/MadisonAbili...
GitHub - MadisonAbilityLab/Inclusive-Avatar-Guidelines-and-Library: A set of 17 design guidelines with implementation examples that support inclusive avatars for people with disabilities in social VR.
A set of 17 design guidelines with implementation examples that support inclusive avatars for people with disabilities in social VR. - MadisonAbilityLab/Inclusive-Avatar-Guidelines-and-Library
github.com
The first microtalk of the day was our very own @tarav.bsky.social explaining why most "screen readers" in games aren't actually screen readers, and what developers should built to reach players' screen reader expectations.
Listening to the currently Assistive Technology for Gaming panel and one big theme for them is the accessibility/disability tax they encounter while trying to play games. 👏 They have to spend more money to be able to play at all and more time to even get it working with their tech!
In Beyond the Dot, we're learning how Activision used research to create their advanced motion sickness settings for Black Ops 7. 🖊️ Horizontal Line, Borders, Vingettes and Dot Grid These features were heavily researched and data showed real improvements for players!
Next up: " Creating Mental Health Safe Spaces in Gaming" Developed in collab with Safe In Our World, AbleToPlay now has a new discovery category called ‘Headspace’. In this talk, Arman dives into the background of the collaboration, how the category was developed, and the outcomes for real gamers.
Find Your Words has some wonderful (and cute!) representation of people with disabilities. PLUS IT'S FREE. Go check it out now on Steam! store.steampowered.com/app/2971960/...
Find Your Words on Steam
Find your community at summer camp, one friendship at a time. Take a beat, enjoy a breath of fresh air - all while playing at the beach, strolling in the woods, and dancing with friends. This short co...
store.steampowered.com
Excited to kick off day 2 of @gaconf.bsky.social! First up, co-creator Jon Maur covers how the game Find Your Words handled and implemented its representation of disabilities. He hopes others will be inspired to add disability representation to their own projects! Can't wait to hear from him.
we were so busy watching @missfire.bsky.social's talk on how tiny decisions came together to make cool things happen we forget to post about it
We're now listening to Alex Dunn share how we can use Cephable to allow for Voice, Head & Face, and Adaptive Buttons, just like in Black Ops 7, and how we can use new Cephable Unity plugin and the new Custom Controller Creator.
The next @gaconf.bsky.social microtalk is now starting! "How to (and not to) design for colourblindness" by @ianhamilton.bsky.social ! Although colourblindess is one of the most well know areas in terms of accessibility in terms of visibility, supporting players is still frequently done wrong!
They are on here! 🙌 Go follow them!! 🎉 @thedc3.bsky.social
We are back from lunch and ready to here from Chi Chi on the Content Creators Collective (DC3) discusses how the DC3 was founded, how it operates currently, and what membership looks like now and in the future. 💥
We are back from lunch and ready to here from Chi Chi on the Content Creators Collective (DC3) discusses how the DC3 was founded, how it operates currently, and what membership looks like now and in the future. 💥
The first panel for @gaconf.bsky.social has started! It's all about accessibility in the VR space
We're now back after the morning break with Bianca Stana and "Good Accessibility Is Free. Bad Accessibility Is Expensive." She is already highlighting with real title examples of how not planning for accessibility changes something from a simple design accessibility to 3 months of retrofitting!
Fire content coming from this talk already - "Good UX design becomes great accessibility." 🔥
Next up we've got Siv talking about the importance of applying accessibility from the beginning, and how working on the game Life Below changed their perspective on accessibility!
Miss @ianhamilton.bsky.social's game accessibility news update? Don't worry, he put everything in a handy reference doc! tinyurl.com/gaconfoct26
GAConf USA 26 news update
GAConf USA 26 news update ASSISTIVE TECH Xbox Nano Controller https://news.xbox.com/en-us/2026/10/14/xbox-nano-controller/ Mouthpad & Vox https://www.augmental.tech/news/mouthpad-and-vox-launch ...
tinyurl.com
We're excited to officially be sponsoring @gaconf.bsky.social ! It's kicking off now if you want to join! @ianhamilton.bsky.social is up now with his News Update, sharing all the latest accessibility news" us02web.zoom.us/j/83882365823
We are excited for Day 1! Be sure to check out @tarav.bsky.social 's Keynote: "Raising the Floor, Not Lowering the Celing: Accessibility, skill, and the future of competitive gaming" 💥
Rebind Studios is officially a Friend of SnoValley Pride! 🏳️🌈 Supporting the LGBTQ+ community isn’t a seasonal campaign or something we plan to think about once the company gets bigger. It’s part of who we are from Day 1. Learn more at: snovalleypride.org/our-friends/
Our Friends - Snovalley Pride
Snovalley Pride is built by a family of friends and volunteers who are dedicated to making life better in the Snoqualmie Valley.
snovalleypride.org
Can a player find your settings before the first cinematic and gameplay, understand what they do, and change them without losing progress? We've seen teams invest in genuinely useful features then hide them behind unclear categories, tiny text or an inaccessible set up flow. What games do it well?
✈️ Next Stop: Adaptive Esports Summit, Daejon, South Korea! @tarav.bsky.social will be joining other professionals working across inclusive design, accessibility, and game development to discuss creating experiences in which more people can participate, compete, connect, and belong.
We call them “screen readers,” but most screen readers in games are faking it. They’re carefully designed systems using text-to-speech like a screen reader does because the real thing usually can’t access the game at all. Learn more during @gaconf.bsky.social! www.gaconf.com/schedule/we-...
We Need to Talk About ‘Screen Readers’ in Games
gaconf.com
⚠️ EVERYTHING IS FINE ⚠️ I tend to joke that if I'm speaking at @gaconf.bsky.social, something has gone horribly wrong. Someone got sick, someone dropped out, another 3rd mystery thing. THAT IS NOT THE CASE. This time I volunteered! Catch my talk: "We Need to Talk About ‘Screen Readers’ in Games"
Games for Blind Gamers Jam: It's (Almost) All Fun & Games What makes a game #BlindAccessible and fun for everyone? #PatríciaMendes covers the history of the #GamesforBlindGamersJam and #GameAccessibility. https://bit.ly/4xBNrh7 #id24 #InclusiveDesign #a11y #Accessibility #DesignForAll
Patrícia Mendes / Games for Blind Gamers Jam: It's (Almost) All Fun & Games #id24 2026
What makes a game blind-accessible and fun for everyone? The Games for Blind Gamers Jam is an annual event hosted on itch.io since 2021 with a mission: to grow awareness about blind accessibility in gaming and to support developers in making them. With ...
youtube.com
We're exciting to announce we're at the next edition of IndieGameBusiness Sessions: The Path from Storefront to Success! Studio Director @tarav.bsky.social will be presenting "Make Accessibility a Selling Point: Storefronts, Tags, and Discovery." More info: indiegamebusiness.com/resources/tr...
Speaker announcement! 📢 Ahmad Azadvar, Adrian Ledda, Qianhui (Vicky) Ni, Magalie Rosseeuw & Ewa Trusz, sharing Activision's extensive internal research on motion sickness, which informed the approaches in Call of Duty. Oct 19th - 20th, online, FREE registration at gaconf.com #gamedev #indiedev
A strong accessibility program is not a document that one person owns. The best question is not “Who owns accessibility?” It's “Where does accessibility show up in how this game gets made?” If the answer is only at final review, the process is already telling you where the next problem will be.
Accessibility is not just easy mode y'all. This message is brought to you by me yelling at a podcast I listen to, where the hosts were talking about a game's harder difficulty and turning on accessibility options to lessen the difficulty.