Archive

2025 Speakers & Talks


Adam smiles at the camera, standing in front of modern glass buildings.
Laura smiles at the camera, wearing a black top. She has bright blue hair.

Adam Russell

This talk from Lead Designer Adam Russell highlights the multiple ways in which Studio Gobo has built a culture of championing accessibility across multiple projects working with multiple different studios to achieve better experiences for our players.

Using examples from Studio Gobo's own experiences, attendees will learn that you don't need to be working specifically in accessibility to drive positive change for the games you work on, and that there are multiple ways for you to make an impact.

Lead Designer | Studio Gobo


Advocating Accessibility at Studio Gobo

Laura Kate Dale

Laura Kate Dale, an autistic gamer and accessibility consultant, believes that video game accessibility could be doing more to support the needs of autistic gamers.

In this talk Laura will explore accidental autistic player accessibility accommodations of the past, deliberate accommodations of the present, and ways video games in the future could be made more proactively accessible for those with sensory and social disabilities.

Accessibility Consultant | Access-Ability


The Past, Present, and Potential Future of Autistic Gaming Accessibility

Li smiles at the camera. They have bright orange hair, matching lipstick and clear-frames glasses.
Megan smiles at the camera. They have long brown hair and are wearing a striped top.
Steph smiles at the camera. They have dark hair with orange highlights and are wearing deep red lipstick.

Li Brady

A brief overview of common accessibility hurdles found in the Horror Genre and leading examples of how it's been addressed in Horror Gaming so far. A taster-style talk designed to help get Game Developers and Genre Fans alike thinking of how accessibility is needed and can be implemented into Horror projects.

Accessibility Specialist & Indie Game Dev

Li Brady

Accessibility Specialist & Indie Game Dev


How approachability is shaping accessible design at ustwo games

This microtalk explores how approachability differs from accessibility, but the two can work together to inform inclusive design from the start. We'll look at where approachability succeeds, where it falls short, and how it can be a handy tool for small or indie teams.


Steph Carter

PhD candidate | iGGi, University of York

Why Words Matter: Accessible Language in Games

The words we use - whether in menus, dialogue, or instructions - shape how players understand and interact with game worlds. In this talk, Steph shares why language is a crucial part of games accessibility, drawing on their experience as a neurodivergent player, an accessibility consultant and linguistics specialist.

Everyone Deserves To Be Scared: Accessibility In Horror Games

2024 Speakers & Talks


Ameliane smiles at the camera. She had dark curly hair and dark blue eyeshadow.
Bianca smiles at the camera. She has long brown hair and wears a white jacket.

Ameliane Chiasson

Games Accessibility Lead | Player Research


Open Worlds & ADHD - A Tale of Love, Pain and Opportunity

Bianca Marina Stana

Lead Software Engineer | Unity


Game Accessibility with Unity

Chloe smiles at the camera, standing in front of a waterfront. They have shaved shirt hair.
Stacey smiles at the camera. They have black and red hair.
Wobbly sits at a desk lit with purple LEDs. He wears a cap and is laughing and gaming.

Chloe Patricia Hodgson

Freelance UX Designer

Stacey Jenkins

Senior Accessibility Design Specialist | Ubisoft


Skill Tree Unlocked: From Consultant to In-House


The Wobbly Gamer

Junior Accessibility Specialist | Many Cats

Accessibility in Social and Competitive Play

The Feature Procedure: Finding accessibility priorities