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Atomfall - Accessibility Trailer
CGMeetup
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4/10/2025
Atomfall - Accessibility Trailer
Atomfall is out now on Xbox Game Pass, Xbox Series X|S, Xbox One, and Windows PC
Category
🎮️
Gaming
Transcript
Display full video transcript
00:00
Rated M for Mature
00:09
Asomfall is a survival action game where you explore the fictional quarantine zone,
00:13
scavenge your resources, and fight or talk your way through encounters.
00:17
It sets Bee Rebellion's most accessible game to date,
00:20
and today we're going to have a deeper look into its accessibility.
00:25
We built the game with accessibility in mind, as we wanted to make sure that we could enable as
00:29
many people as possible to access the core game experiences.
00:32
We use a mix of both optional settings and accessibility
00:35
by design to help more players play and enjoy the game.
00:44
I'm Hannah O'Hare, and I'm a technical UI designer at Rebellion working on Atomfall.
00:48
I've been heavily involved in creating the game's accessible UI features.
00:51
We've done a lot of work by design to avoid things like using colour alone,
00:54
and to have good text formatting with a clear font widely used across the game.
00:59
One of the things that we're most proud of is our UI backplates and text scaling.
01:03
The text scales up to 104 pixels at 4k, the largest text scaling ever in a Rebellion game.
01:09
I also worked on our backplates which allow the user to create high contrast text throughout the game
01:14
by putting solid backgrounds behind all text. Players also have control over the opacity of these.
01:20
Because a lot of Atomfall relies on managing your inventory and reading notes you find in the world,
01:24
we hope that these improvements will help layers engage with these aspects.
01:28
Our colour picker has been expanded to include a wider array of choices,
01:32
and you can set colours for helpful notifications, warnings and crosshair.
01:35
We've been working on accessibility across the board on Atomfall, including helping with game
01:49
and feature design. The exploration and detective elements play a big role in Atomfall as you find
01:54
leads. With this in mind, we've introduced several features which will help players navigate the world
01:59
and engage with those gameplay mechanics. Firstly, there's the Hints option. This gives you a short
02:04
summary of the key information to save players having to read long paragraphs or work out clues.
02:09
This reduces reading and cognitive load while supporting players in progressing through the story.
02:15
Alongside this, there was a huge focus on making sure that our controls were as accessible as
02:19
possible. SpecialEffect provided vital feedback to help us design controls that would be widely
02:24
accessible by default. Additionally, Atomfall features controller remapping for both keyboard
02:30
and controller should players want to create their own configurations. We have options for toggling
02:36
holds and automating movement to allow as many people as possible to play comfortably with reduced
02:41
button presses. As we've designed features of the game, we thought about how we could provide
02:47
multi-sensory feedback through both visuals and audio by default, such as pairing unique sounds and
02:53
animations to telegraph attacks.
03:05
I'm Lottie Wade and I'm an audio designer on Atomfall. We've been working on the audio-driven
03:10
accessibility features. We've received positive feedback from blind gamers on unique pickup sounds
03:16
in Sniper Elite 5, so we wanted to build on that for Atomfall. We use unique audio cues where appropriate
03:22
to try and give the player as much information through audio as we can. On top of this, we have
03:27
a new feature of audible cues for prompts. We have different cues for a basic interaction like opening
03:32
a door or picking up an item, and for complex interactions where you can either pick up or use
03:37
an item. Earlier this year, we had an expo for Global Accessibility Awareness Day, and as part of that
03:43
we were able to get some lived experience feedback, and we also got our developers to test the audio aiming
03:48
system blindfolded, as well as some testing from blind and low vision players. We collated the feedback
03:54
and have made a host of improvements to the audio aim as a result. We're excited to get more feedback
03:59
when players get their hands on the game. It's incredibly rewarding to see someone without sight be
04:04
able to engage in combat independently, without assistance from a sighted player. It was important
04:10
for us that we gave as much agency as possible and access to core parts of the experience.
04:16
The audio aiming system has three levels. It has passive NPC audio which plays on all characters
04:21
to help with melee combat. We also have snap aiming and cues for snapping on and off to let
04:26
you know when you're on target. And lastly, we have ADS cues, which are sounds that let the player
04:31
know how close they are to an enemy when aiming. Each of these can be enabled and disabled independently,
04:37
so you can customise it to what you need.
04:56
Hello, I am the Wobbly Gamer, a visually impaired accessibility consultant and content creator.
05:02
Earlier this year, the team at Rebellion brought me in to consult on Atomfall.
05:06
It was great to see how much the team had achieved. One key piece of feedback I gave was
05:11
that I couldn't see enemies when they were far away. This meant I wasn't able to decide whether
05:16
I wanted to start an encounter with enemies or not. As a result, I often felt ambushed.
05:21
The audio aiming system worked well, but I felt the long distance readability needed improvement.
05:27
Since the consultancy, the team has worked on providing the solution. They have created an NPC
05:32
highlights feature, which allows you to apply a bright coloured shader to all NPCs in the world.
05:37
This feature will give the additional readability that I and other low vision players need at longer distances.
05:47
Thank you for your interest in Atomfall. You can find more information
05:50
on the accessibility features available on our website at Atomfall.com.
05:54
B名ce of the player.
05:56
construction files
06:03
Oberon must die.
06:08
Oberon, Oberon Must Die.
06:15
Oberon, Oberon, Oberon Must Die.
06:22
I'm sorry.
06:23
I'm sorry.
06:24
I'm sorry.
06:25
I got a big deal.
06:26
I have no idea.
06:27
I'm sorry.
06:28
I'm sorry.
06:29
I'm sorry.
06:30
I'm sorry.
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