✨We're hiring ✨
There's a number of senior roles available on our team. We offer a four day workweek, remote work options, and a monthly wellbeing stipend.🌻
🌿Lead Product Manager
🌿Senior Producer
🌿Senior Game Designer
ALT An illustration of a windowsill filled with potted plants. There's a white dog in a straw hat looking in the window from the outside. The speech bubble says "We're hiring!!"
Just received HDs on both of my final assessments for Design Thinking and Digital Innovation, an elective course subject that I chose from the InfoTech degree. It's always a relief when the grade is in the bag.
June 19, 1983: 40 years ago, the Dragon's Lair arcade game was released. #80s Featuring the animation of Don Bluth, it was the 1st game to cost 50 cents.
Feedback matters, some of the biggest leaps forward have come from the words of a single player.
#gamedev#accessibility
ALT We had been working on improving the sound accessibility since Street Fighter V, and after consulting with the sound director, we decided to challenge ourselves as much as possible,” Nakayama and the sound design team explain. “The main reason for this was because of a letter I received from a young player from England. He wrote, ‘The sound effects in Street Fighter V are well done, and I am happy to be able to play the game with just the sounds. However, the same sound effects are used for both forward and backward jump, so it can be difficult to grasp the location of the character.’ After receiving this letter, we immediately changed the sound effects. This one letter became a big reason for us to want to make it better in Street Fighter 6.”
In our WIRED interview, Takayuki Nakayama, discusses creating accessible and inclusive games through control schemes and visual accessibility settings, and talk about his hopes for the future of the genre. wired.trib.al/5DdH5oY
Now, this sounds promising! #Accessibility
(I'm also assuming someone has already done a #VisionPro version of the Ready Player One movie poster... because, besides accessibility, that's all I kept thinking about.)
So was looking at a few videos and docs that Apple posted for its developers about the #visionOS and development for the #VisionPro. It does seem like accessibility is a big part of the design. Basically, a lot of what Apple has is there, plus a few new things for Spatial #WWDC23
An accessible tools project by @bridgetacasey. "I attended a panel on accessibility in games at EGX 2022, where one of the topics of discussion was the lack of blind accessibility options like screen reader support within popular game engines."
#ADGS2023abertay.ac.uk/abertay-digita…
ALT A screenshot of a custom game engine with a 2D platform level in construction. Title at the bottom reads "Bridget Casey. A Blind Accessible Approach to Game Engine and Tools Development."
Today, I was excited to officially accept (in writing) a full-time position as an Access Technology Specialist with Vision Australia, starting in a couple of weeks.
The journey continues!
If you thought Citadel season one was going to go out with a whimper, think again: despite the constant time jumping, ep six hit hard when it counted most.
I'm now totally on board with the "Citadel spyverse" and cannot wait for different stories from all over the world.