Game Options

Showcasing Inclusive Gaming Options

Game Options

Showcasing Inclusive Gaming Options

Game Options

Showcasing Inclusive Gaming Options

Game Options

Showcasing Inclusive Gaming Options

Tools

Figma, After Effects, Photoshop

Tools

Figma, After Effects, Photoshop

Tools

Figma, After Effects, Photoshop

Tools

Figma, After Effects, Photoshop

An image of Rebellion's Logo

This was a University project where I delved into the exploration of accessibility options in games, with a primary emphasis on addressing visual and auditory impairments.

Research

Following my research paper on Auditory and Visual accessibility in Video Games, I applied my newfound knowledge to design and create an options menu. I took note of the settings I wanted to highlight and began exploring popular games with diverse design and accessibility options to pick up some insights.

  • Options Screen from Titanfall 2
  • Options Screen from Modern Warfare 2019
  • Options Screen from The Last Of Us: Part 2

Wireframing

I then began the design process for my options menu, concentrating on presenting crucial information with a strong emphasis on usability. My goal was to ensure users could easily comprehend the effects of each option when changed and understand who would benefit from each modification.

  • Audio Options - Wireframe 1
  • Audio Options - Wireframe 2
  • Audio Options - Wireframe 3
  • Audio Options - Wireframe Final

After several iterations, I settled on a design that effectively conveyed the desired information. This enabled me to develop multiple screens, visualizing the flow of the options menu and anticipating how users would navigate it.

It's crucial to emphasize that I wasn't designing this options screen for any specific game. Therefore, I will be keeping the final design intentionally generic, though I will be using screenshots from various games to showcase settings functionality.

Final Designs

I incorporated colour into my options menu, introducing key visuals like highlighting the setting a player is hovering over and indicating buttons for navigating specific sub-options. Additionally, I included examples of options in use, such as increasing the font size which used Resident Evil 2 as a reference.

  • Game Options - Chaning Subtitle Size
  • Game Options - Chaning Subtitle Size Example
  • Game Options - Subtitle Background Opacity
  • Game Options - Subtitle Font
  • Game Options - Colour Blind Modes
  • Game Options - Colour Blind Mode 2
  • Game Options - Language Selection

Poster & Prototype

Alongside the prototype, I created an academic poster that condensed my key findings into an easily digestible visual. My aim was to assist game designers in considering accessibility during their creative process.

Below the poster, you'll find the prototype. By unmuting the video, you can hear my voiceover providing guidance through the options menu, offering justifications for the significance of specific choices and explaining why they are beneficial to player suffering from Visual and Auditory impairments.

An Informative poster about Visual & Auditory impairments in games

I had a lot of fun working on this project, it has taught me an immeasurable amount about the world of accessibility. I hope you also enjoyed reading through my work!

NEXT PROJECT

An image of Rebellion's Logo

This was a University project where I delved into the exploration of accessibility options in games, with a primary emphasis on addressing visual and auditory impairments.

Research

Following my research paper on Auditory and Visual accessibility in Video Games, I applied my newfound knowledge to design and create an options menu. I took note of the settings I wanted to highlight and began exploring popular games with diverse design and accessibility options to pick up some insights.

  • Options Screen from Titanfall 2
  • Options Screen from Modern Warfare 2019
  • Options Screen from The Last Of Us: Part 2

Wireframing

I then began the design process for my options menu, concentrating on presenting crucial information with a strong emphasis on usability. My goal was to ensure users could easily comprehend the effects of each option when changed and understand who would benefit from each modification.

  • Audio Options - Wireframe 1
  • Audio Options - Wireframe 2
  • Audio Options - Wireframe 3
  • Audio Options - Wireframe Final

After several iterations, I settled on a design that effectively conveyed the desired information. This enabled me to develop multiple screens, visualizing the flow of the options menu and anticipating how users would navigate it.

It's crucial to emphasize that I wasn't designing this options screen for any specific game. Therefore, I will be keeping the final design intentionally generic, though I will be using screenshots from various games to showcase settings functionality.

Final Designs

I incorporated colour into my options menu, introducing key visuals like highlighting the setting a player is hovering over and indicating buttons for navigating specific sub-options. Additionally, I included examples of options in use, such as increasing the font size which used Resident Evil 2 as a reference.

  • Game Options - Chaning Subtitle Size
  • Game Options - Chaning Subtitle Size Example
  • Game Options - Subtitle Background Opacity
  • Game Options - Subtitle Font
  • Game Options - Colour Blind Modes
  • Game Options - Colour Blind Mode 2
  • Game Options - Language Selection

Poster & Prototype

Alongside the prototype, I created an academic poster that condensed my key findings into an easily digestible visual. My aim was to assist game designers in considering accessibility during their creative process.

Below the poster, you'll find the prototype. By unmuting the video, you can hear my voiceover providing guidance through the options menu, offering justifications for the significance of specific choices and explaining why they are beneficial to player suffering from Visual and Auditory impairments.

An Informative poster about Visual & Auditory impairments in games

I had a lot of fun working on this project, it has taught me an immeasurable amount about the world of accessibility. I hope you also enjoyed reading through my work!

NEXT PROJECT

An image of Rebellion's Logo

This was a University project where I delved into the exploration of accessibility options in games, with a primary emphasis on addressing visual and auditory impairments.

Research

Following my research paper on Auditory and Visual accessibility in Video Games, I applied my newfound knowledge to design and create an options menu. I took note of the settings I wanted to highlight and began exploring popular games with diverse design and accessibility options to pick up some insights.

  • Options Screen from Titanfall 2
  • Options Screen from Modern Warfare 2019
  • Options Screen from The Last Of Us: Part 2

Wireframing

I then began the design process for my options menu, concentrating on presenting crucial information with a strong emphasis on usability. My goal was to ensure users could easily comprehend the effects of each option when changed and understand who would benefit from each modification.

  • Audio Options - Wireframe 1
  • Audio Options - Wireframe 2
  • Audio Options - Wireframe 3
  • Audio Options - Wireframe Final

After several iterations, I settled on a design that effectively conveyed the desired information. This enabled me to develop multiple screens, visualizing the flow of the options menu and anticipating how users would navigate it.

It's crucial to emphasize that I wasn't designing this options screen for any specific game. Therefore, I will be keeping the final design intentionally generic, though I will be using screenshots from various games to showcase settings functionality.

Final Designs

I incorporated colour into my options menu, introducing key visuals like highlighting the setting a player is hovering over and indicating buttons for navigating specific sub-options. Additionally, I included examples of options in use, such as increasing the font size which used Resident Evil 2 as a reference.

  • Game Options - Chaning Subtitle Size
  • Game Options - Chaning Subtitle Size Example
  • Game Options - Subtitle Background Opacity
  • Game Options - Subtitle Font
  • Game Options - Colour Blind Modes
  • Game Options - Colour Blind Mode 2
  • Game Options - Language Selection

Poster & Prototype

Alongside the prototype, I created an academic poster that condensed my key findings into an easily digestible visual. My aim was to assist game designers in considering accessibility during their creative process.

Below the poster, you'll find the prototype. By unmuting the video, you can hear my voiceover providing guidance through the options menu, offering justifications for the significance of specific choices and explaining why they are beneficial to player suffering from Visual and Auditory impairments.

An Informative poster about Visual & Auditory impairments in games

I had a lot of fun working on this project, it has taught me an immeasurable amount about the world of accessibility. I hope you also enjoyed reading through my work!

NEXT PROJECT

An image of Rebellion's Logo

This was a University project where I delved into the exploration of accessibility options in games, with a primary emphasis on addressing visual and auditory impairments.

Research

Following my research paper on Auditory and Visual accessibility in Video Games, I applied my newfound knowledge to design and create an options menu. I took note of the settings I wanted to highlight and began exploring popular games with diverse design and accessibility options to pick up some insights.

  • Options Screen from Titanfall 2
  • Options Screen from Modern Warfare 2019
  • Options Screen from The Last Of Us: Part 2

Wireframing

I then began the design process for my options menu, concentrating on presenting crucial information with a strong emphasis on usability. My goal was to ensure users could easily comprehend the effects of each option when changed and understand who would benefit from each modification.

  • Audio Options - Wireframe 1
  • Audio Options - Wireframe 2
  • Audio Options - Wireframe 3
  • Audio Options - Wireframe Final

After several iterations, I settled on a design that effectively conveyed the desired information. This enabled me to develop multiple screens, visualizing the flow of the options menu and anticipating how users would navigate it.

It's crucial to emphasize that I wasn't designing this options screen for any specific game. Therefore, I will be keeping the final design intentionally generic, though I will be using screenshots from various games to showcase settings functionality.

Final Designs

I incorporated colour into my options menu, introducing key visuals like highlighting the setting a player is hovering over and indicating buttons for navigating specific sub-options. Additionally, I included examples of options in use, such as increasing the font size which used Resident Evil 2 as a reference.

  • Game Options - Chaning Subtitle Size
  • Game Options - Chaning Subtitle Size Example
  • Game Options - Subtitle Background Opacity
  • Game Options - Subtitle Font
  • Game Options - Colour Blind Modes
  • Game Options - Colour Blind Mode 2
  • Game Options - Language Selection

Poster & Prototype

Alongside the prototype, I created an academic poster that condensed my key findings into an easily digestible visual. My aim was to assist game designers in considering accessibility during their creative process.

Below the poster, you'll find the prototype. By unmuting the video, you can hear my voiceover providing guidance through the options menu, offering justifications for the significance of specific choices and explaining why they are beneficial to player suffering from Visual and Auditory impairments.

An Informative poster about Visual & Auditory impairments in games

I had a lot of fun working on this project, it has taught me an immeasurable amount about the world of accessibility. I hope you also enjoyed reading through my work!

NEXT PROJECT