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An exercise in developing and implementing accessibility features in a video game.

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Accessibility in Video Games

This project was an exercise in developing and implementing common accessibility features in a video game. The features in this project are far from exhaustive.

Accessibility Features

The project includes visual, auditory, motor, and cognitive accessibility. Features are configurable via presets for each accessibility category, providing an easy setup during the first-time user-experience.

Visual Features

  • HUD Scale
  • Screen Shake
  • Crosshair Style
  • Crosshair Colour
  • Text Colour
  • Text Background Colour
  • Font
  • Font Size
  • Line Spacing

Visual Accessibility Features

Auditory Features

  • Music Volume
  • SFX Volume
  • Narration Volume

Auditory Accessibility Features

Motor Features

  • Primary and Secondary Key Binding

Motor Accessibility Features

Cognitive Features

  • Player Health Points
  • Health Regeneration
  • Invincibility
  • Enemy Health Points

Cognitive Accessibility Features

Development

The project was created using Unreal Engine (4.26). Code was written using Blueprint and a little C++ in order to extend the behaviour of the default TextBox widget (specifically, to add LineSpacing options). The projects makes use of Structs and Enums to support option types, option choices, accessibility presets, and player preferences. The player options system provides scalability and flexibility and would support further development and additional accessibility features.

The implementation of the features in-game uses a simple level. A basic non-player character which can fire and be fired upon which makes use of the cognitive accessibility features. Points of interest are placed in the level which implement both visual and auditory features, in additional to music and sound effects in the game. Basic player movement implements the motor features.

The focus of this project was to develop and implement accessibility features and offer a first-time user experience to the player which would incorporate presets. The aesthetics of the level and the user-interfaces were not the main feature and as such may appear basic.

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An exercise in developing and implementing accessibility features in a video game.

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