Double Fine Highlights the Profound Impact of Simple Accessibility Choices
During a presentation at Develop Brighton, Double Fine Productions discussed its approach to incorporating mental health and accessibility into the development of Psychonauts 2. Kevin Johnson, Director of Development, shared key takeaways from the studio's experience, stressing that 'if you don't intentionally include, you unintentionally exclude.' Johnson explained how Double Fine engaged with inclusive design workshops and directly consulted gamers with disabilities to better understand their gaming experiences, challenges, and needs. He noted that simple design choices, such as the option to disable rumble, can significantly impact accessibility for players with chronic pain or sensory overload. Johnson encouraged developers to engage with their teams to leverage diverse perspectives and learn from personal experiences. For instance, he contributed to the implementation of colour blind options in Psychonauts 2, having personal experience with colour blindness. The team also worked to address motion sickness by introducing a camera shake control slider. Johnson discussed the process of creating a dyslexia-friendly font for Psychonauts 2 and suggested that developers explore existing fonts like OpenDyslexic. He emphasized the value of collaborating with experts, such as the charity SpecialEffect, to improve game accessibility. Johnson concluded by reiterating the importance of thoughtful decision-making and intentional inclusion in game development to avoid exclusion.