Publication Date
Fall 2025
Degree Type
Master's Project
Degree Name
Master of Science in Computer Science (MSCS)
Department
Computer Science
First Advisor
Teng Moh
Second Advisor
Melody Moh
Third Advisor
James Morgan
Keywords
Video game, game design, blind accessibility, 2D shooter, accessibility, Godot
Abstract
Many video games are not fully playable to visually impaired players due to prioritizing visual fidelity over gameplay. This study goes over the development of our 2D shooter, specifically designed for blind players. The game aims to balance challenge and accessibility, where other accessible games tends to prioritize one over the other. The game integrates spatial audio for combat and navigation mechanics, situational sound cues, and text-to-speech (TTS) messages to convey game state information. This study used an iterative design approach to develop two game builds, each playtested across three sessions with visually impaired and sighted participants. The first test focused on game flow and identified accessibility issues, such as difficulty collecting power-ups and gauging enemy distance. To solve these problems, we implemented condition-based item spawning and Game-AI techniques, like FSM driven enemy behavior to enhance gameplay. The second session focused on engagement, improvements from the previous session. The final playtest collected qualitative and quantitative feedback comparing accessibility features across builds. Results from both sessions showed improved player gameplay, addressing better accessibility. Ratings showed that refinements in build 2 enhanced features like enemy proximity and item collection. These results emphasize the importance of inclusive game design to improve accessibility.
Recommended Citation
Kobayashi, Kengo, "BlindFun: Transforming a Video Game to Become Blind Accessible" (2025). Master's Projects. 1606.
DOI: https://doi.org/10.31979/etd.z67m-q7ey
https://scholarworks.sjsu.edu/etd_projects/1606