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|Session Name:||Baked in Accessibility: How Features Were Approached in 'Borderlands 3'|
|Company Name(s):||Gearbox Software|
|Track / Format:||Design|
|Overview:||This postmortem will review how accessibility features were embedded into the design of Borderlands 3 from an early stage. Speaking about features like subtitles & closed captions, loot beams, and sound effects, this talk will review some of what worked well. It will also speak to what didn't make the cut, telling the stories behind some of the unsuccessful features. By reviewing these features and approaches, this talk will provide examples of specific pathways that devs can use to make their games more accessible (and more enjoyable) for everyone by working within their existing teams and structure to make accessibility a given instead of a burden.|