GDC08 Post Mort
International Game Developers Association
Contents |
Title
Track
Presentation Format
Theme
Audience level
Brief Session Overview
Max: 480 characters
Concise Presentation Description
Max: 1200 characters
Intended Audience and Prerequisites
Max: 400 characters
Session Takeaway
Max: 400 characters
Extended Abstract
Max: 4000 characters
Successful submissions will answer the following questions:
* What expertise and insight do you bring to this topic?
* Are you addressing a new problem that we are facing, or presenting truly new thinking about a
traditional design issue?
* How are you going to effectively communicate about design concepts?
* What sort of visuals and expamples will back up the ideas?
* Is your presentation focused soley on your own work or consider a range of titles from across
the industry?
Doom3[CC] was created by an all volunteer group spread across the world, over several months. The modification of Doom3 adds closed captioning of dialog, sound effects and music in five different languages. It also has a visual sound radar to show approximately where sounds are coming from. It has won much praise from the deaf and hard of hearing community for making an inaccessible game, accessible.
Presentation Materials
Max: 400 characters
Past Speaking Engagements
Hinn:
Game Not Over: Why Disabled Gamers Can’t Play Your Game Titles and How to Fix It! (FuturePlay 2007); When Audio IS the Experience: Games for the Visually Impaired (AGDC 2007); Serious Accessibility for Serious Games (SGS GDC 2007); The Untapped Market of One Button Games: Gamers with Disabilities (GDCM 2007); Accessibility Idol (GDC 2007); Game Accessibility Arcade (GDC 2007); Gamers with Disabilities: Expanding the Market through Accessible Design (Montreal Game Summit 2006); Game Accessibility (FuturePlay 2006); Increasing the Accessibility of Your Game (ACM SIGGRAPH Sandbox Symposium 2006); IGDA Accessibility Workshop (Develop Brighton 2006); Game Not Over: Expanding the Market with Accessible Games (GDC 2006); Games Accessibility: Where Does the Industry Stand? (GDC 2005)
Eitan Glinert: Immune Attack: Teaching Biology in a Video Game (Games for Health, May 9th, 2006); Immune Attack: Teaching Biology in a Video Game (Games for Health, Sept. 29th, 2006) [Contact for Games for Health Talks: Ben Sawyer, bsawyer@dmill.com]; Immune Attack: An Educational Video Game (National Science Foundation, May 31st, 2006) [No Contact Info Available]; AudiOdyssey: An Accessible Game for Both Sighted and Non-Sighted Gamers (FuturePlay, Nov 2007) [Contact: Jim Parker, jparker@ucalgary.ca]
