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.

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.

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'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.

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'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!

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!

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?

Can players find your accessibility settings? A settings menu shows it open to accessibility with features like text sizing and subtitles

✈️ 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.

A styled picture of Tara with a microphone with the text Featured speaker: Tara Voelker, Adaptive Esports Summit, October 16-17th. It also lists several sponsors of the event at the bottom in Korean

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

Tara Voelker@tarav.bsky.social · 3w ago

⚠️ 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"

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.