İçerik Ctrl Alt Access tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Ctrl Alt Access veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
Player FM - Podcast Uygulaması Player FM uygulamasıyla çevrimdışı Player FM !
<div class="span index">1</div> <span><a class="" data-remote="true" data-type="html" href="/series/action-academy-replace-the-job-you-hate-with-a-life-you-love">Action Academy | Replace The Job You Hate With A Life You Love</a></span>
Ready to replace your 6-figure salary with real freedom? This is the podcast for high earners who feel stuck in jobs they’ve outgrown. If you’re asking, “How do I actually replace $10K–$20K/month so I can quit and never look back?” — welcome home. At Action Academy, we teach you how to buy small businesses and commercial real estate to create cash flow that actually replaces your job. Monday through Friday, you’ll learn from 7–9 figure entrepreneurs, real estate moguls, and acquisition pros who’ve done it — and show you how to do it too. Hosted by Brian Luebben (@brianluebben), who quit his 6-figure sales role in 2022 to build a global business while traveling the world. If you're a high-income earner ready to become a high-impact entrepreneur, this show is your playbook. Subscribe now and start your path to freedom — or keep pretending your job will get better someday....
İçerik Ctrl Alt Access tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Ctrl Alt Access veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
A video game accessibility podcast published twice monthly. Hosted by Arevya and LauraKBuzz. Email - CtrlAltAccessPodcast@Gmail.Com
İçerik Ctrl Alt Access tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Ctrl Alt Access veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
A video game accessibility podcast published twice monthly. Hosted by Arevya and LauraKBuzz. Email - CtrlAltAccessPodcast@Gmail.Com
Two days and 16 hours of intensive accessibility panels and talks, condensced into two hours of live and not so live discussion. 00:00 - DAY 1 02:00 - GA Conf info and "News update" 04:20 - "Behind the Curtain: Sustainable Accessibility in an Indie Development Environment" 08:14 - "Include, Learn, Iterate: User Research for Accessibility" 13:07 - "You’re Doing Well if You’re Annoying Someone: A celebration of Advocacy, Making an Impact and Finding Community" 18:11 - "Selling Progress: The Accessibility Champion Survival Guide (2025 Edition)" 26:20 - "Chroma, A Colorblind Simulation Tool" 28:08 - "Adding Support for the Native Assistive Technologies in iOS and Android, for Apps Built in Unity" 29:39 - "King: Enhancing Mobile Audio with Accessibility" 37:25 - "Extending Accessibility to Mobile in Prince of Persia: The Lost Crown" 43:50 - "Mind The Gap: The Agile and Accessible R&D behind AbleToPlay" 48:30 - DAY 2 49:16 - "Conducting Effective Accessibility Research" 54:50 - "Nobody Wants to Make Players Sick" 1:07:07 - "TLDH: Deafness & Gaming" 1:13:37 - "UX: Building Accessible Player Experiences" 1:17:37 - "Representation of Invisible Disability – Exploring the Lived Experience of Teenagers with ADHD to Inform Game Design" 1:25:02 - "How To Measure Text" 1:27:17 - "Writing for Everyone" 1:30:57 - "From Champions to a Dedicated Role: IOI’s Accessibility Journey (so far)" 1:34:54 - "Taking a Cricket Bat to Accessibility Barriers in Atomfall" 1:38:22 - "Input and it’s impact: How the XAC changed the industry"…
Not something I anticipated, but we have a lot of positive words to say about Nintendo this week. 00:00 - Intro 01:12 - Atomfall 07:00 - South of Midnight 23:05 - Abiotic Factor 30:30 - Switch 2 31:05 - Switch 2 Accessibility Settings 37:05 - Switch 2 Price and Game Price 49:40 - Switch 2 Mouse 52:35 - Drag x Drive 59:20 - Switch 2 Further Discussion For reference, this episode of Ctrl, Alt, Access was recorded prior to the BDS Boycott announcement RE Xbox. I will have a video live tomorrow on this channel talking in more depth about my approach to coverage now that the boycott information is known.…
We've got thoughts on emotional subtitles and Xbox nunchucks this week. 00:00 - Intro 01:40 - Avowed update 04:20 - One Lonely Outpost, Wanderstop, and In Stars and Time 10:00 - Split Fiction 11:30 - R.E.P.O 14:00 - Assassins Creeds Shadows 32:00 - Xbox Adaptive Joystick 43:00 - Able To Play 43:40 - Accessible Games Initiative 51:50 - Microsoft Accessible Packaging Guide 52:55 - SteamOS (Steam Deck) to support ByoWave Proteus Controller 53:50 - Jennissary received the Bob Rice Recognition Award at the G.A.N.G. awards 55:45 - Where to find us…
Timestamps 00:00 - Intro 01:22 - Making Board Games Accessible 04:18 - Building Up a Teach & TCG Tangent 14:26 - Rubber Banding 18:51 - Randomness 26:01 - Financial Accessibility 29:48 - Canvas Mobility Spotlight 31:18 - Asmodee Access+ 35:23 - Game & Rule Adaptations 44:37 - Outro Quick Points 💜 No board game can be 100% accessible. Don’t let the fact you can’t make it accessible to everyone stop you from doing what you can to allow more people to play. 🚧 Games are made of intentional barriers, accessibility is about unintentional barriers that arise which cause a mismatch of experience for players with access needs. As you design, ask yourself where unintentional barriers are happening, this will help you to solve them by design as opposed to in retrospect. 🪜 Consider a staggered teach for your game, across one or multiple plays of the game, to help players get comfortable with rules before adding more. 📶 Games that start simple and build in complexity as play goes on can be a good way to holistically incorporate a teach into a game experience. 🐚 Include catch-up or rubber-banding mechanics in your game to help level the playing field for players who are behind, especially on games with a live score track. 🎲 Consider ways to mitigate randomness, not just in dice but in other places with randomness, like card draw. ♟️ Provide access to basic resources/cards as a backup to a random card/item, to give players more agency and a greater feeling of control over randomness. 🛍️ Give ways for players to reset shops / offerings to help give them more ways to search for the resources they need. 🎁 Try to do as much for accessibility as possible in standard versions of your game so players don’t need to invest in add-ons or alternative components. 📂 Provide free resources to allow players to adapt common barriers in your game to their needs, such as free print-at-home stickers. ♿ If possible you could create specialist versions of your game to accommodate accessibility barriers, but try to keep the cost comparable to the original version. 🃏 Create cut-outs in boards to help with picking up cards. 🔓 Allow and promote players bending rules to fit access needs. 🎛️ Provide variations of gameplay that address unintentional barriers in your rulebook, online or in FAQs.…
Timestamps 00:00 - Intro 01:47 - Communication-Based Games 11:24 - Abstraction of Communication 18:09 - Visual Communication 26:58 - Improv Games 35:22 - Social Deduction & Hidden Roles 48:40 - Dyslexia & Literacy 54:05 - Alternative Communication 56:59 - Outro Quick Points 📝 Provide options to use different communication methods, like verbal or text-based. 😶 Consider supporting play without verbal communication, by default or as a variant. 📈 Give levels of difficulty in games where speech is not allowed, such as allowing some speech, one word, gestures. 📈 Give levels of difficulty in communication-abstraction games, such as giving more options to pick from or ways to focus the clue. 🎨 Avoid a reliance on colour for visual communication games. 🎤 Social pressure to roleplay, be funny or be quick-witted can be a huge barrier. Consider ways to support or reduce social pressures if possible. 💜 For improv games, consider providing more specific hint cards or fall-back options for players who struggle with improv. ❌ Provide a no-judgement ‘out’ to end a round early if things are getting too much. ☝️ Consider if your game could use interruption mechanics to give less confident players a mechanical way to take the wheel. 🕵️ If possible, make hidden roles optional to your game to make it approachable to more people. 🎭 Deception is difficult for some players, consider how the mechanics of your game can help support deception or provide a way for individuals to opt out of deceptive roles. 🛣️ If the game keeps going after roles have been revealed, set clear expectations in the rules that it is likely or inevitable. For longer games, ensure revealed players still feel like they have an impact at the table. 🎛️ Make rules variants, like having roles all revealed or no talking between players, to alleviate or omit some of the social pressures. 📱Provide ways or tools to help anonymity (companion app, one player presents all options, etc) where it is important for player-submitted parts. 🔤 Where spelling is important, allow spell-checking devices at the table. ⏳ Remove timed elements or provide extra time for players who struggle with writing and/or spelling. 🤟 Provide ASL / BSL guidance for communication in your game if possible. 💬 Overall, provide ways to reduce speech or support alternative communication methods.…
More games with disabled protagonists that don't shy away from reality, please. 00:00 - Intro 00:40 - How we are doing 02:50 - Rare Disease Day 2025 03:47 - Thumb Soldiers 09:20 - Able to Play 18:00 - Bokura 20:55 - Split Fiction 30:00 - Sea of Thieves 32:46 - Like a Dragon: Pirate Yakuza in Hawaii 36:18 - Mecha 38:34 - To a T 42:00 - Monster Hunter arachnophobia mode 46:40 - Sorry, We're Closed 49:20 - Where to find us…
00:00 - Intro 01:28 - Transparency of Consequences 07:40 - Choice Overwhelm 13:13 - Game Complexity 20:05 - Game Length 33:30 - Memory 37:33 - Speed & Pacing 47:21 - Co-op & Asymmetry 52:40 - Content Warnings & Player Safety 58:25 - Outro Quick Points 🔍 Provide transparency for consequences, by default or optionally. In legacy games you could make a digital guide for how a big choice impacts on the game. 🗺️ Consider ways to reduce overall choices in the game, thus reducing overwhelm. For example, versions of play with limited or reduced actions. 🧠 Consult the Laws of UX for tips on best practices on usability and user experience. https://lawsofux.com/ 📑 Give players ways to prioritise actions by providing a suggested direction, such as through goal cards or a unique character action. ⚖️ Provide extra help where rules are not symmetrical and where misunderstanding may occur more frequently, such as a specialised reference card. 🫨 Consider ways to allow players to recover when plans are disrupted, and assist them in being able to pivot more easily or still reach that goal. 🎓 Include how long learning the game will take, not just an average playtime. 🕐 Consider pacing and average turn length, and if players need to be engaged at all times. How do these affect the cognitive load of your game and can you offer options? ⏯️ Help players return to play. Provide help on components or through mechanics for players to ground themselves after getting distracted or taking a break. ⭐ Help and support with ‘finding focus’ such as splitting up game management actions to help players engage, or accepting unrelated side-tasks like drawing. ⏸️ Providing ‘pause points’ and ways to help people ‘save’ the game, such as providing save sheets or extra bags for ‘saved’ collections of components. 📃 Provide ways to reduce memory reliance in games, even on a per player basis. Sometimes it’s as simple as allowing players to take notes. ⌛ Include ways to reduce or remove timed elements. 💢 Give suggested plays to help alleviate round pressure, when a player can feel the need to plan several turns ahead thus significantly increasing cognitive load. 📚 Have flexibility for when admin time happens to help players build the experience around their energy levels. ⏲️ Reduce set-up / tear-down time if you can, such as through components like player trays or through things like quick start guides. 💜 Provide safety mechanics or tools for games with sensitive topics. 📦 Put content information on your box to inform players ahead of purchase.…
00:00 - Intro 01:08 - Text Clarity 11:01 - Iconography 20:06 - Large Print & QR Codes 28:19 - Braille & Tactile Components 36:52 - Contrast 42:31 - Colourblindness & Dual Coding 48:48 - Visual Overwhelm 52:21 - Outro Quick Points 🔤 Use a clear sans serif font and avoid all caps, underlines and italics. 📝 Use good text formatting, like left-aligned paragraphs, good spacing, and line breaks. 🅰️ Highlight keywords using bold and/or a different high contrast colour. ⬆️ Indicate orientation for numbers and text, considering table layout and where people will be trying to read from. 🔍 Check symbols for readability and similarity at all angles, especially on dice. 🗑️ Favour skeuomorphic icons to boost comprehension and understanding. ⭐ Consider using iconography in place of text to reduce reading, make components more language-agnostic and reduce localisation. 🌍 Check regional meanings for your icons and colours to ensure they translate accurately across locations. ↕️ Print text and icons at the largest size possible, even consider using a bigger font for components with less text. 📕 Move flavour text to the rules or another booklet to save space on components. 🍎 Function over flavour always! If something helps someone to play the game more easily it should take priority over flavour text. 📱 Use QR codes on components to link to an app/webpage to work towards assisted tabletop gaming. 📄 Provide larger print versions of your game or components, for free or as upgrades / editions. ♟️Make components of different types, different shapes and sizes so they can be distinguished through touch. 🦯 Consider additional tactile elements like bumps, pips, embossing/debossing. 🔄️ Make good use of the reverse side of components where art would be duplicated or left blank. 👁️🗨️ If your game has an open state of play, consider how it could be played through just descriptions and how you can facilitate that. 🖨️ Make and provide 3D print files for tactile components. 🏁 Use a contract checker, but keep in mind digital versus printed contrast is different! Print is usually always darker. Use pantones and prototypes to check. 🧙♂️ Provide clear differentiation for miniatures, like coloured rings or 3D flat icons on the bases which can be easily painted for quick recognition. 🎨 Don’t use colour alone to differentiate pieces or information (use pattern, icon, text, numbers, clearly distinct art/borders) or make components colour-agnostic. 👁️ Make sure any dual-coding is large and clear. 🎲 Consider different transparencies or pip shapes for dice of different types…
Who would ever have expected we'd have so much possive to say about cognitive accessibility in a From Software game? 00:00 - Intro 00:40 - How we are doing 07:00 - Abletop 09:25 - Elden Ring Nightreign 16:00 - Dawnfolk 24:50 - Lost Records: Bloom and Rage - Tape 1 32:10 - Pirate Yakuza in Hawaii 32:50 - Cabernet 33:20 - Avowed 47:30 - Sea of thieves update 52:00 - Develop:Star Award and MCV Awards 54:30 - Microsoft Ability Summit - Accessibility and AI 01:03:00 - Where to find us…
00:00 - Intro 01:43 - Box & Packaging 12:46 - Set Up & Tear Down 21:17 - Components 36:20 - Motion in Games 44:49 - Dexterity Mechanics 53:16 - Time Constraints 56:02 - Closing Thoughts 57:00 - Outro Abletop Episode 2 Quick Points: 📦 Consider accessible packaging options such as adding loops, tags or stickers. 🫳 Make space in the box insert for grabbing components, such as indents or foam. 🌍 Consider Eco-friendly packaging for better environmental impact and potentially easier to open packaging. ♟️ Provide information on components for physically heavier games to help with alternative storage solutions and consider common sizes e.g. A4. 🏗️ Use trays and personal player packs to reduce setup and teardown. 🗃️ Provide ways to sort components of similar types i.e. different cards that are the same size. Can you use the insert to help separate them. 📱 Create a companion app to either automate parts of the game, provide options to reduce components/table space, track character status, or roll dice. 🖐️ Provide low-mobility alternatives for components, such as Frosthaven's book of maps in place of the map pieces. 🗺️ Provide board references that can help players find locations on larger boards. 🔠 Check visibility of the labels on your board and how they are affected by 3D pieces during play. ⚓ Consider component anchoring - like recessed boards - for helping keep pieces in place. 🎛️ Check tension on moveable/assembled components like clips, dials. Is there a more static version you can provide to players as an option. 🃏 Provide ways to make tucking cards easier such as sleeves, raised areas or recesses. 🎲 Consider dice, how heavy and how many, and think about providing a tower to reduce physical energy cost and avoid dice disrupting the play space. ♟️ Provide card sleeves or thicker components for things that need to be handled often, or adapting the board to provide areas of purchase. ⚖️ Provide accommodations that can level the playing field for groups with a range of dexterity needs, such as different difficulties of components or asymmetric roles. 📂 Provide files that players can download and resize if they need to. ⌛ Provide ways to reduce or remove time pressures, potentially set per player. 🎯Consider the amount of component manipulation and accuracy in your games; lining things up, moving pieces, and what options you can provide to reduce those.…
00:00 - Intro 01:48 - Online Rulebooks & FAQs 07:20 - How Rules are Written & Reference Cards 15:19 - How to Play Videos & Objective Context 20:12 - Learning, Teaching & Co-op Games 23:18 - How to Play Video Availability 26:19 - Player Strategy Guides 32:35 - Learning Asymmetric Games 44:22 - Game Phases & Changes 48:15 - Closing Thoughts 53:00 - Outro Abletop Episode 1 Quick Points: 🖥️ Provide digital versions of rules that also work with a screen reader. 📼 Provide a how to play video, freely available, to allow different ways of learning. 🤔 Provide online FAQs for your game and have a link to them on your box or rulebook. 📃Provide an index in larger rulebooks, and bolden key pages for the entry. 🧝 Avoiding writing rules ‘in universe’, try to use common terms and clear language. 🗝️ Highlight keywords to help them stand out in rules and on components. 📑 Provide glossaries of game terms, especially any unique to your game. 📔 Provide reference cards or incorporate references onto player boards. 💭 Consider the information layout of your rulebook, is information laid out in a logical way for a new player? 🏆 Provide context for the game goal; what is the end goal, and provide that near the start of the rulebook and consider reminders on player boards. 🎮 Provide sample turns and guided tutorials for more complex games and remember to include the context of why, not just what. ♟️ Provide example strategies or character builds in more complex games. 🖐️ Encourage open-handed first plays in your rules for competitive games. 🏈 Discourage quarter-backing play in your rules for cooperative games. 🌖 Provide help for when rules change such as reference cards or warnings on a round tracker that a change is coming up. 🎛️ Provide game variants and accommodations in your rulebook that help alleviate accessibility barriers. 🔓 Encourage players to bend rules when something is inaccessible!…
Ctrl, Alt, Access reaches the end of its first year. Let's look back on a year of accessibility updates. 00:00 – Intro 00:50 – Looking back at the podcast 02:00 – Looking back at the accessibility year of 2024 02:20 – Game Awards 2024 05:35 – Year of High Contrast Mode 07:15 – Year of Cognitive Accessibility 12:50 – Year of Audio Description 16:30 – Senua's Saga: Hellblade II 19:00 – Indie Games of 2024 24:40 – More Accessibility controllers 27:15 – Year of Remakes 29:45 – What we look forward to in 2025 30:11 – What we hope Nintendo will bring with Switch 2 31:05 – Audio Description outside cut scenes 31:50 – PS Access Controller for PC 34:05 – Nintendo have Co-controller support and Accessibility tags in store 35:00 – Access Controllers work on all consoles 35:50 – Mental Health as the sixth accessibility category 38:20 – Tone indicators in games and BSL in captions 40:40 – Communication accessibility 45:20 – "Design for ever gamer" and "Best practise in gaming" for blind gamers 46:50 – IRIS plugin 48:00 – Where to find us…
Took us a month to catch up, but here's a recap of 16 hours of accessibility talks and panels worth knowing about. 00:00 – Intro 02:00 – DAY 1 02:10 – Update from the industry 04:55 – Accessible DOOM mod 08:15 – Servers up, Everyone is welcome 18:25 – Tourettes IRL 22:40 – Developing in the dark 26:46 – Cheat codes for all 28:25 – Forgetting is frustrating 30:25 – Overanalyzing and Syntezysing 33:12 – Accessibility to burnout 41:24 – DAY 2 41:50 – Seeing into your future, developing an accessible game for later today 45:30 – Open world and ADHD, a cautionary tale about love, pain and opportunity 48:13 – Cognitive accessibility UX in Star Wars Jedi Survivor 57:55 – #OpenForNaughtyDog 59:40 – More than a saving throw 1:03:05 – Skill tree unlocked, from consultant to inhouse 1:05:30 – Hell welcomes all 1:05:50 – How to line break subtitles 1:06:50 – Accessible gadget for gamers 1:08:40 – Developing the latest hardware accessibility offerings at Xbox 1:14:30 – Where to find all the talks 1:15:45 – Where to find us…
Telling people that your game "May contain elements dangerous to photosensitive players" doesn't really help photosensitive players to make informed decisions about their health. Could we do better with more specific warnings?
Sometimes, fluctuating disabilities mean you have to pivot plans, and that's okay x 00:00 – Intro 03:52 – Arevya played Super Market Simulator, Botany Manor 05:30 – Steven Spohn and Mark Barlet are leaving AbleGamers 08:40 – FDG 2025 will have the theme "Accessible Worlds, United Through Play" 10:35 – Laura and Arevya have consulted on Sorry, We're Closed 12:05 – Arevya consulted on Life Below 14:43 – Lauras take on the PS5 PRO 19:15 – Laura has played Mario & Luigi Brothership, Super Mario Party Jamboree, Dragon Age: The Veilguard, and LEGO Horizon Adventures 36:25 – Where to find us…
We both had a pretty chaotic time this week if we're honest haha 00:00 – Intro 01:15 – Laura consulted on Dragon Age: The Veilguard and Life is Strange Double Exposure 12:12 – Arevya called out SpillExpo 19:00 – Arevya talks Mario Party Jamboree,I'm on Observation Duty 7, and Corekeeper 25:20 – Laura talks Life is Strange Double Exposure 3-5, Slay the Princess, and Dragon Age: The Veilguard 36:50 – NEWS UPDATE 37:20 – Correction Call of Duty Black Ops 6 audio accessibility 41:53 – Monster hunter wilds accessibility 45:20 – Diablo 4 vessel of Hatred accessibility 47:00 – Just Dance 2025 continues with its Seated choreographic 48:30 – Dragon Age: The Veilguard accessibility 53:30 – Where to find us…
Arevya's back, we've got cool news, and accessible games are popping up in the most surprising of places. 00:00 – Intro 00:50 – Where have Arevya been 04:20 – Laura consulted on Life is Strange: Double Exposure 12:57 – Silent Hill 2 Remake 24:15 – UFO 50 26:56 – Metaphor Re Fantazio 31:04 – NEWS UPDATE 31:38 – Call of Cuty Black Ops 6 audio accessibility 34:56 – Persona 3 Reload DLC - Episode Aegis accessibility 37:06 – Star Wars Outlaws accessibility update 39:09 – GAconf USA lineup is revealed 43:22 – Question of the week and where to find us…
Sometimes, we just need uncomplicated, joyous, fun factory games in our lives. 00:00 - Intro 01:21 - Arevya Chat 01:31 - Outer Wilds 05:44 - Astro Bot 11:37 - Thank Goodness You’re Here 16:56 - Mobile Gaming 25:45 - Laura Chat 25:48 - The Plucky Squire 32:27 - Zero Zero: Perfect Stop 34:26 - News Headlines 35:01 - God of War Ragnarok Audio Descriptions and Hints 37:31 - Tales of Kenzera: Zau Update 39:41 - Easy Surf Cabernet Assessment 44:06 - Satisfactory Arachnophobia 45:36 - PS5 Pro 1:00:29 - Outro and Question…
Let's catch up on the news, before drowning in new releases and hardware imminently! 00:00 – Intro 01:22 – Arevya played: Outer Wilds, Zelda Ocarina of time, Ace Attorney 19:45 – Laura played: Astro Bot, What the Car, Peglin, Full Throttle 37:56 – NEWS UPDATE 38:15 – Concord removed from sale after 2 weeks - Taking with it accessibility stuff 48:18 – Proteus will refund / replace GamesCom units + an updated impressions 55:17 – Question of the week 59:53 – Where you can find us…
00:00 – Intro 01:40 – Arevya update: Fileds of Mistria, Ocarina of Time 5:47 – Laura update: Atomfall, Date Anything / Everything, All Will Rise, Project Timi: Sasha's Curse, Monster Hunter Wilds, 18:06 – Laura has the Proteus Controller 29:05 – Arevya has newly announced Xbox adaptive joystick 41:46 – Laura has tried the new Xbox 8bit do lite SE 47:44 – Xbox booths World of Warcraft VR motion simulator experience 50:50 – GamesCom ASL opening show 53:00 – Gamescom kind of has a virtual queuing system 57:18 – IGN "A Prominent Accessibility Advocate Worked With Studios and Inspired Change. But She Never Actually Existed." 1:10:00 – Where you can find us…
Laura learns about Arevya's favourite childhood video game, Arevya folds magical paper, and both hosts discuss the current voice actor strikes. 00:00 – Intro 01:35– Arevya update: Tomba special edition, A little to the left, Paper Trails and Accessibility work streams 17:35 – Laura update: Thank goodness you're here, TMNT Splintered fate, World of goo 2 29:47 – NEWS UPDATE 30:23 – Sea of thieves new accessibility website 33:43 – State of Decay 2 update adds 37 accessibility improvements 36:35 – Star Wars Outlaws, Accessibility Hands-On Impressions 40:53 – Demo for Prince of Persia: The Lost Crown is discontinued 44:58 – Yet more layoffs... 51:22 – Video game SAG aftra voice actor strike 56:50 – Question of the week…
We're back from a mini hiatus. Come learn about physical event accessibility, new accessible video games, and important updates about reasonable workplace disability accomodations. 00:00 – Intro 01:26– Arevya update: Sudoku and Magical delicacy 09:40 – Laura update: Clickolding, Concord, Bokura 21:35 – NEWS UPDATE 22:03 – Gamescom commits to event accessibility 30:44 – Accessibility talks run by Jozef Kulik and Cari Waterton at Develop 38:25 – Nothing without us 40:35 – Star Citizen devs discriminated by refusing work from home 47:20 – TwitchCon 01:01:07 – Question of the week…
On this special episode of Ctrl, Alt, Access, Laura chats with Grant Stoner, Disabled gamer and accessibility reporter, about Elden ring's pros and cons in terms of accessibility. 00:00 - Intro 03:05 - The Death of Brandon Cole and Milan Patel 06:45 - Elden Ring Discussion
Sorry folks, no more Nintendo games for boys anymore, that's just the rules. Featuring @Arevya. 00:00 – Intro 01:15– Arevya update: Travels, Byowave video, Super Market Simulator, Vampire Survivor 09:20 – Laura update: Thank Goodness You're Here demo, What the Car Demo, Schim Demo, Arranger Demo, Elden Ring Shadow of the Erdtree 27:57 – NEWS UPDATE 28:30 – Diablo 4 is getting new navigation assist features 32:17 – Rebellion shares Atomfall accessibility info 36:05 – Grant Stoner piece about accessible hardware in Game Informer magazine 39:27 – MARVEL vs. CAPCOM Fighting Collection: Arcade Classics! bans simplified inputs for ranked play 45:47 – Nintendo is for Girls Only Now, Sorry! 49:57 – Next weeks question…
Laura and @Arevya watched a bunch of Summer Games Fest Trailers. What cool looking games can we remember, a few sleepy days later? Links Below Timestamps 00:00 - Intro 02:14 - Summer Games Fest Chat 02:48 - Access-Ability Summer Showcase 04:30 - Whitethorn Games 04:58 - Magical Delicacy 06:20 - Slime Heroes 07:36 - Videoverse 09:14 - Dawnfolk 10:29 - Elsie 11:26 - Upheaval 13:02 - Wholesome Direct 13:18 - Crab God 14:06 - Culibra and the Souls of Limbo 14:41 - Rooster 15:52 - Latin American Games 16:49 - Dungeon Drafters 17:04 - RKGK 17:28 - Desvelado 18:02 - Despelote 18:31 - Mexico 1921 A Deep Slumber 19:24 - Xbox / Fable 20:22 - South of Midnight 21:08 - Dragon Age The Veilguard 21:34 - Mixtape 23:25 - A Winter Burrow 24:16 - The Crush House 25:06 - Ubisoft 26:35 - Call of Duty 29:11 - PC Gaming Show 29:21 - Among the Wild 29:51 - Ale Abbey 30:11 - Crescent County 32:12 - News Roundup 32:45 - Star Wars Outlaws Accessibility Spotlight 36:36 - Tiny Bookshop 39:14 - Luke Child PHD 41:40 - Tomba Remaster 48:18 - Research Summit 51:58 - Powers and Pistols 53:12 - Question 57:10 - Dungeon Clawler 57:44 - Outro…
Laura helped a duck solve a crime, while @Arevya visited a controller company, and they've both got accessibility insights to bring back and share. 00:00 – Intro 01:15 – Laura update; Pine Hearts, Ducktective The Salami Bandit, Paper Mario The Thousand Year Door, Indika, Hellblade 2 Senua’s Saga 21:45 – Byowave first impression 40:22 – NEWS UPDATE 41:25 – Xbox Adaptive Controller update 46:03 – Byowave Proteus Controller 48:09 – Nothing Without Us events announced 51:34 – Rebellions Collection of accessibility feature usage data 56:37 – Accessible Gaming Wiki 58:20 – Xbox Adaptive Controller update 01:00:11 – Next Week Access-Ability Summer Showcase 2024 01:03:00 – GIVEAWAY winner announcement 01:05:40 – Next weeks question…
It's time for another dose of accessibility reviews, news, listener / viewer feedback, and a giveaway for a controller. Everything you need to know about Accessibility from the past few weeks. 00:00 – Intro 01:05 – Arevya update; Little kitty, big city, Botany Manor, Brain Camp and game accessibility debate 12:50 – Laura update; Pine Hearts, Tales of Kenzera: Zau, Kizazi Moto, Iwaju 23:13 - Hades 2 Early Access (light spoilers) 26:14 - Vampire Survivors Operation Guns DLC 27:00 – NEWS UPDATE 27:36 – Pine Hearts 29:08 – Xbox is closing two studios - Arcane Austin and Tango Gameworks 32:50 – a11yNYC 34:38– Fishbowl 36:30 – Cryptmaster 40:30 – Bang Average Football 41:47 – Abiotic Factor 44:53 – Wonder Woman and Warner Brothers 47:08 – GAconf day 2 54:43 – GAAD 56:40 – GIVEAWAY 59:25 – Comments form the viewers…
Laura Kate Dale and @Arevya record a special live episode of Ctrl, Alt, Access live from GAConf, discussing all of the panels during day one of the conference. Intro - 00:00 Disney Illusion Island - 00:40 Game Accessibility Association Japan - 02:44 Cari Watterton Rebellion Workshop - 04:43 Multiplayer Accessibility Panel - 06:13 Quiet Space and Conference Accessibility - 07:00 EA Open Source Tools - 08:07 Sea of Thieves Audio Aim - 11:56 The Heroes Journey and Neverending Story - 11:36 Bloody Cheats - 16:07 Content Creation with Mollie Evans - 19:30 Outro - 21:09…
We're finally here, debutting our brand new video game accessibility Podcast. Hosted by LauraKBuzz and @Arevya. 00:00 – Intro 01:40 – Who is Arevya 03:20 – Who is Laura Dale 05:30 – Arevya update; Princess Peach Showtime, Stardew Valley update, Palia and Haven 10:35 – Laura update; Hades 2, Another crab’s Tressure, Balatro 27:34 – NEWS UPDATE 28:42 – World of Warcraft arachnophobia mode 33:50 – GaaJ – Game Accessibility Association of Japan 39:20 – Overjoyed accessibility controller app 41:55 – Autocraft Minecraft AAC interface 45:00 – Access Ability Summer Showcase date and time 47:27 – Another crab’s Tressure 49:29 – Tales of Kenzera: ZAU accessibility portal 52:00 – Switch 2 rumours 55:42 – Stitch showcase accessibility during Nintendo Indie World Showcase 59:30 – Rounding up…
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