GDC Tutorial 2006 Schedule

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Table of contents

[edit] GDC Schedule At a Glance

The tutorial schedule, including breaks, is as follows:

[edit] Expanded Schedule Information

[edit]
Introduction to Game Accessibility

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Playing Games with a Disability: On Stage Demonstrations

  • Time: 10:30-11am
  • Speaker: Michelle, Thomas, Kasey, Maureen, Reid
  • Description:
  • Additional Materials:

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Formal Accessibility Groups

  • Time: 11:15am-11:30am
  • Speaker: Michelle
  • Description:
  • Additional Materials:

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Roundtables

  • Time: 11:30am-12:30pm
  • Each Roundtable will be repeated every 20 minutes, allowing participants to become involved in smaller discussions on each topic

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Academic Research Roundtable

  • Speaker: Kevin Bierre
  • Description:
  • Additional Materials:

[edit] Legal Issues Roundtable

  • Speaker: Tom Buscaglia
  • Description:
  • Additional Materials:

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Design Considerations Roundtable

  • Speaker: Goran Lange
  • Description:
  • Additional Materials:

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Accessibility Arcade

  • Time 1: 11-11:15am: AM Coffee Break
  • Time 2: 12:30-2pm: Lunch
  • Time 3: 4-4:15: PM Coffee Break
  • Speaker(s), including set up: Mo, Kasey, Michelle
  • Description: A chance for people to informally check out accessible games -- we can try and get people outside the tutorial into the room as well
      Accessible Arcade Games: 
      * doom3[cc] [Need: PC + Noise Cancelling Headset]
      * terraformers [Need: PC + Blindfold?]
      * Strange Attractors [Need: PC + One Switch + JoytoKey]
      * Destruction Derby - PS1/2 [PS2 + Monitor]
      * Namco Plug in Play + One Switch [Monitor + Extra Switch?]
      * Drive [Need: PC + headphones]
      * Sudo-san: Blind Accessible Sudoku [Need: PC + headphones]
      * (Demor - looping movie only?) -- [Need: PC or Mac?]

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Visual Disabilities

  • Time: 2-2:50pm:
  • Speakers: Sander Huiberts & Richard van Tol
  • Description: We (Sander and Richard) will talk about gaming with a visual impairment. We will introduce the different types of accessible gaming (blind-accessible games like text-based games, audio games: games based on sound, and games with added accessibility features). We will discuss the limitations and possibilities of designing games and making regular games accessible for a visually impaired audience using several cases and examples of blind-accessible games (several of which were developed by the Accessibility foundation together with Utrecht School of the Arts and during the Game-Accessibility project). Our talk is mostly aimed at developers and researchers.
  • Additional Materials:

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Learning Disabilities

  • Time: 2:50-3pm
  • Speakers: Kevin Bierre
  • Description: when we talk about this we should talk about coding, talk about the issues and then give them take away ideas and things to impliment in their own games
  • Additional Materials:

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Auditory Disabilities

  • Time: 3-4pm
  • Speakers: Reid
  • Description: when we talk about this we should talk about coding, talk about the issues and then give them take away ideas and things to impliment in their own games
  • Additional Materials: PowerPoint file

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Mobility Disabilities

Physical Barriers in Video Games

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Summary Remarks

Havok Meets Biofeedback: Emerging Possibilities for Game Design

  • Timte: 5-5:30
  • Speakers: Thomas
  • Description: The message I like to send in this session is -By integrating accessibility interfaces and tools with your game, you can come up with new forms of entertainment. Just like Sony integrated cameras and microphones into Singstar and took the Karaoke concept into new grounds, you can give your gamers new and exciting game play by using accessibility hardware.

This message is not targeted for accessibility as such; rather it put focus on what new possibilities accessibility hardware can give for the creative game designer - as yet another motivation to implement accessibility features into games. I think it is important that we make attendants not just understand how/why to make games accessible, but also to make them start see accessibility solutions as new creative tools that they can't live without! I felt that this speech does not fit well under a specific disability gamer headline.

More Information about this Session: Summary Remarks

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Question and Answer Panel

  • Time: 5:30-6pm
  • Speaker: All
  • Description: Panel Discussion and Q&A Session from audience members
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