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  • 4 days ago
Atomfall - Accessibility Trailer

Atomfall is out now on Xbox Game Pass, Xbox Series X|S, Xbox One, and Windows PC
Transcript
00:00Rated M for Mature
00:09Asomfall is a survival action game where you explore the fictional quarantine zone,
00:13scavenge your resources, and fight or talk your way through encounters.
00:17It sets Bee Rebellion's most accessible game to date,
00:20and today we're going to have a deeper look into its accessibility.
00:25We built the game with accessibility in mind, as we wanted to make sure that we could enable as
00:29many people as possible to access the core game experiences.
00:32We use a mix of both optional settings and accessibility
00:35by design to help more players play and enjoy the game.
00:44I'm Hannah O'Hare, and I'm a technical UI designer at Rebellion working on Atomfall.
00:48I've been heavily involved in creating the game's accessible UI features.
00:51We've done a lot of work by design to avoid things like using colour alone,
00:54and to have good text formatting with a clear font widely used across the game.
00:59One of the things that we're most proud of is our UI backplates and text scaling.
01:03The text scales up to 104 pixels at 4k, the largest text scaling ever in a Rebellion game.
01:09I also worked on our backplates which allow the user to create high contrast text throughout the game
01:14by putting solid backgrounds behind all text. Players also have control over the opacity of these.
01:20Because a lot of Atomfall relies on managing your inventory and reading notes you find in the world,
01:24we hope that these improvements will help layers engage with these aspects.
01:28Our colour picker has been expanded to include a wider array of choices,
01:32and you can set colours for helpful notifications, warnings and crosshair.
01:35We've been working on accessibility across the board on Atomfall, including helping with game
01:49and feature design. The exploration and detective elements play a big role in Atomfall as you find
01:54leads. With this in mind, we've introduced several features which will help players navigate the world
01:59and engage with those gameplay mechanics. Firstly, there's the Hints option. This gives you a short
02:04summary of the key information to save players having to read long paragraphs or work out clues.
02:09This reduces reading and cognitive load while supporting players in progressing through the story.
02:15Alongside this, there was a huge focus on making sure that our controls were as accessible as
02:19possible. SpecialEffect provided vital feedback to help us design controls that would be widely
02:24accessible by default. Additionally, Atomfall features controller remapping for both keyboard
02:30and controller should players want to create their own configurations. We have options for toggling
02:36holds and automating movement to allow as many people as possible to play comfortably with reduced
02:41button presses. As we've designed features of the game, we thought about how we could provide
02:47multi-sensory feedback through both visuals and audio by default, such as pairing unique sounds and
02:53animations to telegraph attacks.
03:05I'm Lottie Wade and I'm an audio designer on Atomfall. We've been working on the audio-driven
03:10accessibility features. We've received positive feedback from blind gamers on unique pickup sounds
03:16in Sniper Elite 5, so we wanted to build on that for Atomfall. We use unique audio cues where appropriate
03:22to try and give the player as much information through audio as we can. On top of this, we have
03:27a new feature of audible cues for prompts. We have different cues for a basic interaction like opening
03:32a door or picking up an item, and for complex interactions where you can either pick up or use
03:37an item. Earlier this year, we had an expo for Global Accessibility Awareness Day, and as part of that
03:43we were able to get some lived experience feedback, and we also got our developers to test the audio aiming
03:48system blindfolded, as well as some testing from blind and low vision players. We collated the feedback
03:54and have made a host of improvements to the audio aim as a result. We're excited to get more feedback
03:59when players get their hands on the game. It's incredibly rewarding to see someone without sight be
04:04able to engage in combat independently, without assistance from a sighted player. It was important
04:10for us that we gave as much agency as possible and access to core parts of the experience.
04:16The audio aiming system has three levels. It has passive NPC audio which plays on all characters
04:21to help with melee combat. We also have snap aiming and cues for snapping on and off to let
04:26you know when you're on target. And lastly, we have ADS cues, which are sounds that let the player
04:31know how close they are to an enemy when aiming. Each of these can be enabled and disabled independently,
04:37so you can customise it to what you need.
04:56Hello, I am the Wobbly Gamer, a visually impaired accessibility consultant and content creator.
05:02Earlier this year, the team at Rebellion brought me in to consult on Atomfall.
05:06It was great to see how much the team had achieved. One key piece of feedback I gave was
05:11that I couldn't see enemies when they were far away. This meant I wasn't able to decide whether
05:16I wanted to start an encounter with enemies or not. As a result, I often felt ambushed.
05:21The audio aiming system worked well, but I felt the long distance readability needed improvement.
05:27Since the consultancy, the team has worked on providing the solution. They have created an NPC
05:32highlights feature, which allows you to apply a bright coloured shader to all NPCs in the world.
05:37This feature will give the additional readability that I and other low vision players need at longer distances.
05:47Thank you for your interest in Atomfall. You can find more information
05:50on the accessibility features available on our website at Atomfall.com.
05:54B名ce of the player.
05:56construction files
06:03Oberon must die.
06:08Oberon, Oberon Must Die.
06:15Oberon, Oberon, Oberon Must Die.
06:22I'm sorry.
06:23I'm sorry.
06:24I'm sorry.
06:25I got a big deal.
06:26I have no idea.
06:27I'm sorry.
06:28I'm sorry.
06:29I'm sorry.
06:30I'm sorry.

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