Rebellion’s Post

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'As a sound designer I try and consider accessibility in the approach I take in making sounds. For example, where possible making unique sounds rather than anything sharing the same audio, or by using sound to help signpost an area or item of interest, like a recognisable gust of wind that plays near gaps you could sneak through, or a subtle hum of a special loot crate. An example I enjoy is in Ghost of Tsushima where the archers vocalise to their own men that they are about to fire their bow, but it’s also letting you know as the player that you need to roll out of the way, which is something a sighted and non-sighted player can both benefit from, as well as signposting to you the direction that the archer is in. I continue to learn about the ways audio can help with making games more accessible, and I would encourage everyone to do the same because I think there shouldn’t be barriers to having a good gaming experience and we can all learn how to make games more accessible from each other.' Lottie Wade, Intermediate Audio Designer #GAAD

  • A red transparent background sits on top of a Sniper Elite 4 screenshot. A circular portrait of Lottie Wade is right aligned next to the quote text: 'I continue to learn about the ways audio can help with making games more accessible, and I would encourage everyone to do the same.'

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