[{"content":{"text":"The word \u201caccessibility\u201d is used frequently in the games industry and it can mean different things depending on the project. It could be a common fix, like subtitles, or a company could entirely rethink how a controller functions. At Schell Games, we set out to create accessible experiences. Vice President of Design Harley Baldwin and Director of Product Management Alexis Miller sat down with Game Skinny<\/a>, GameTyrant<\/a>, and GamingBolt<\/a> to discuss how we approach accessibility while developing different experiences.<\/p>\u201cA commitment to meeting an accessibility goal in the beginning can be baked into your designs, and transparent to everyone whether they need it or not. A late accessibility addition is much more likely to be a costly standalone feature and also more likely to add awkwardness to the experience for everyone.\u201c<\/em><\/p>Harley Baldwin<\/em><\/p>"},"id":"d12ba4b5-2ad0-4d65-b882-a1a66db99ade","isHidden":false,"type":"textBlock"}]