Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Screenreaders, engines and advocacy assault_freak wrote:Interesting article and one that sums up things pretty well. My only beef is that you asume that its easy to get in touch with game developers or engine developers. While this approach work for indie developers such as those

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Screenreaders, engines and advocacy Its easier to speak to people than you think, you just have to be sure to speak to individual people and not try to talk to corporations. There are lots who are happy to chat on Twitter. Yes, absolutely agree, a face to face chat is better, but often

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Screenreaders, engines and advocacy Yeah but to use that Unreal example again, the person who developed the colourblind simulator wasnt a AAA producer with tens of thousands of followers, hes an environment artist with 406 followers.There are often one of two ways that people

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Screenreaders, engines and advocacy Yeah but to use that Unreal example again, the person who developed the colourblind simulator wasnt a AAA producer with tens of thousands of followers, hes an environment artist with 406 followers.There are often one of two ways that people

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector
Re: Screenreaders, engines and advocacy Interesting stuff. As for chatting on twitter, there are problems with that too... people like Katsuhiro Harada, for example, the producer of a lot of games at Namko, gets probably thousands of tweets every day... as do similar folks from capcom

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector
Re: Screenreaders, engines and advocacy Agreed again. Hence why I said indie developers would be a better place to start. True that anyone in a company can have possible influence, but of course the higher ups arent quite as guaranteed to listen to them. Skullgirls is a great example

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Re: Screenreaders, engines and advocacy Indie developers often dont have the tools, but they can push engine developers about the lack of tools. If every developer who had been frustrated with, for example, Unitys lack of support had actually complained about it / made a feature request

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : johnabreu via Audiogames-reflector
Re: Screenreaders, engines and advocacy Ive always run with the assumption that engine developers are the people we need to talk to, and who we need to convince that game accessibility is wanted and also viable. Most game devs are right, they just kind of throw their game on top

Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Screenreaders, engines and advocacy Some thoughts on the above. Its aimed at a few different audiences, including people who have little to know knowledge about accessibility, so apologies for the simplified explanation of what screenreaders are!http://ian-hamilton.com/screenreaders

Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector
Screenreaders, engines and advocacy Some thoughts on the above. Its aimed at a few different audiences, including people who have little to no knowledge of accessibility, so apologies if any of it is over-simplified!http://ian-hamilton.com/screenreaders-and-game-engines/ URL: http

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector
Re: Screenreaders, engines and advocacy Interesting article and one that sums up things pretty well. My only beef is that you asume that its easy to get in touch with game developers or engine developers. While this approach work for indie developers such as those of skullgirls, one

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : johnabreu via Audiogames-reflector
Re: Screenreaders, engines and advocacy from what Ive heard about NRS, is that they kind of act like a small studio. They might be owned by Warner, but they seem to work that way. Also, freak, good points. A lot of dev do use custom engines although in many cases theyre heavily modified

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector
Re: Screenreaders, engines and advocacy Like I said, I cant comment on any developments regarding engines since I know nothing about that. True about indie developers being able to push engine developers... personally, I think they have much more clout than we do. lol URL: http

Re: Screenreaders, engines and advocacy

2015-01-01 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector
Re: Screenreaders, engines and advocacy Well, NRS used to be Midway which was a good sized gaming corporation that developed everything from Mortal Kombat to Gauntlet to Unreal Championship. But the only reaso nthey implemented accessibility was because of a fighting game player who