![]() "If no one can read your text, it may as well as not exist. In this article, we share her recommendations for best practices when it comes to in-game text. ![]() That was a central message from EA Sports' accessibility lead Karen Stevens during her GDC Summer talk, entitled 'Accessibility Best Practices: In-Game Communication.' The presentation offered advice on how to ensure accessibility across everything from menu navigation to text and voice chat between players, but it began and ended with a focus on readability. With no way to be certain of a player's screen size, the distance between them and the screen, or their quality of vision and reading ability, it's vital that developers think carefully about the fonts in which they present these text elements Players are often faced with menus, inventory screens, item descriptions, text prompts, dialogue trees, skill trees, labelled maps, subtitles, objectives and other text-centric HUD elements - the list goes on. ![]() For a medium that's so focused on visuals, video games ask people to do a surprising amount of reading. ![]()
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