How 'God of War' Made Accessibility a Core Part of Its Game Design

Por um escritor misterioso

Descrição

For the 'Ragnarok' sequel, Santa Monica Studio incorporated regular feedback from disabled gamers, hosted public conversations on social media, and more.
How 'God of War' Made Accessibility a Core Part of Its Game Design
God of War III - Wikipedia
How 'God of War' Made Accessibility a Core Part of Its Game Design
How Indie Studios Are Pioneering Accessible Game Design
How 'God of War' Made Accessibility a Core Part of Its Game Design
The Core Pillars of God of War. Deep dive with Santa Monica's Rob
How 'God of War' Made Accessibility a Core Part of Its Game Design
10 gameplay tips for God of War Ragnarök: Power Levels, Skill
How 'God of War' Made Accessibility a Core Part of Its Game Design
The Right to Play: Accessibility in Gaming, by Potato
How 'God of War' Made Accessibility a Core Part of Its Game Design
Games Are More Visually Accessible Than Ever. It's Just the
How 'God of War' Made Accessibility a Core Part of Its Game Design
Julie Spigner on LinkedIn: How 'God of War' Made Accessibility a
How 'God of War' Made Accessibility a Core Part of Its Game Design
Review: 'God of War: Ragnarök' delivers a potent story and
How 'God of War' Made Accessibility a Core Part of Its Game Design
How to create more accessible games
How 'God of War' Made Accessibility a Core Part of Its Game Design
In 'God of War Ragnarök,' Kratos Has Come a Long Way - The Ringer
How 'God of War' Made Accessibility a Core Part of Its Game Design
God of War Ragnarök Launch Edition - PlayStation 5
de por adulto (o preço varia de acordo com o tamanho do grupo)