Production Timeline ver. 2 & Blind Game Design Updates & Mid-Term!
This week’s updates in regards to my current Thesis status are pretty important collectively. For starters, I took the time to create a detailed series of Gnatt Charts to illustrate how I project the time spent for the development of this project will proceed. These charts are almost always in flux, but they should help keep me on track going forward.
Secondly, I have begun researching the various ways in which blind gamers interact with digital products in a bid to better understand how to craft experiences that lend themselves to an Audio-centric experience. I have found the 2010 thesis paper from Sander Huibert: “Captivating Sound: The role of audio for immersion in computer games” to be extremely helpful in this new research thread, as it lays out the history of sound development and illustrates strategies to keep in mind during development.
I have to be mindful not to get too lost in this topic as my main subject is not blind game development, but it is very interesting to learn about a completely foreign world of considerate creation to my mind’s eye.
Another source that has been useful for a general introduction was the video “Shared Experiences in Blind Gaming” by Paper Will. This is a shorter introduction to the subject area, but served as a great ushering into the broader topic.
I have also begun the process of planning out my prototypes for next week, and am considering what DAWs or tools will be used to help make them tangible for users.
Finally, the slide deck was created for our Mid Term Presentation, and I’ve spent time ruminating on the current status of this project, and where it will take me next.
See below for any relevant sources, and reach out if anything of interest comes up dear readers!
External:
Audio Games General Resources Listing
Blind Gamer Rock Vibe (Polygon Article)
Shared Experiences in Blind Gaming (Paper Will)
Captivating Sound: The role of audio for immersion in computer games (Sander Huibert)
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