Re: Screenreaders, engines and advocacy

Yeah but to use that Unreal example again, the person who developed the colourblind simulator wasn't a AAA producer with tens of thousands of followers, he's an environment artist with 406 followers.

There are often one of two ways that people at that level are able to have an impact - some places have 10% time, i.e. you're allowed half a day per week to work on whatever your want, and some run regular internal hack days, i.e. a stretch of a few days for teams to form and work on their own ideas.

So it's possible for people at any level to influence product direction, it doesn't have to come from the top.

I really do think though that there are much better things to aim for than AAA console devs. Easier lower hanging fruit to help accessibility in mainstream gaming become more commonplace, and that in turn leading to more developers again considering it.

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