2026/09 - Solving Accessibility Challenges at the Technical Level (Bianca Marina Stana - Unity)

Formation créée le 26/06/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)

Accessibilité

Oui

2026/09 - Solving Accessibility Challenges at the Technical Level (Bianca Marina Stana - Unity)


Led by Unity’s lead accessibility engineer who shaped key architectural decisions behind the engine’s accessibility APIs and advises major studios on accessibility, this masterclass treats accessibility as an architectural capability, not a checklist. You'll deconstruct how real shipped games solved it, reason through contested decisions with your peers, and leave with a capability audit, a decision framework, and a personal plan to change one thing on your own project. From September 7th to September 10th - 3:00-5:00pm every day (CET Time) - Remote training I - The Market and the Mindset Shift II - How Shipped Games Solved It - Studio Practice Analysis III - Reasoning Through Contested Decisions – Peer Exchange IV - Building the Capability – Practical Toolkit

Objectifs de la formation

  • Know what accessibility means in games: the main disability categories, the POUR principles, and the assistive technologies players rely on.
  • Understand why accessibility is decided by early architectural choices, not by features added late, and what that means for cost and feasibility.
  • Reason through contested accessibility decisions such as difficulty customisation, competitive multiplayer, and prioritisation under constraint.
  • Recognise the most common reasons accessibility efforts fail, and how to prevent them.
  • Master the business case for accessibility, framed as a capability that pays off across titles rather than a cost on one.
  • Leave with a practical toolkit: a capability audit, a decision framework, a failure-mode catalogue, and a plan for one change to bring back to their team.

Profil des bénéficiaires

Pour qui
  • Technical Directors,
  • Technical Leads
  • Senior Developers
  • CTOs
  • Engineering Managers
  • Lead Engineers who own architectural decisions
Prérequis
  • Participants should have at least one year of professional experience in the games industry, work in a senior technical capacity, and be comfortable reasoning about how their approach to game development shapes their ability to reach a large but underserved audience. No prior accessibility knowledge is required, though a general overview is an advantage, as the course leans on Socratic, discussion-based reasoning rather than lecture.

Contenu de la formation

The Market and the Mindset Shift
  • Who actually plays games - confronting the market misperception
  • A working vocabulary: disability categories, the disability persona spectrum, the POUR principles, assistive technologies
  • The pivot – from disability taxonomy to the barriers players actually hit
  • The localisation parallel: treating accessibility with the same architectural seriousness
How Shipped Games Solved It - Studio Practice Analysis
  • A method for reading a shipped game: player value, enabling architecture, trade-offs accepted
  • Deconstructing AAA and indie cases
  • Identifying the architectural decisions that made each feature possible – or blocked it
  • Comparing approaches: why different studios reach different defensible answers
Reasoning Through Contested Decisions – Peer Exchange
  • Difficulty and customisation in a narrative-driven game
  • Accessibility and fairness in competitive multiplayer matchmaking
  • Prioritising accessibility investment under a fixed budget
  • Defending a position to peers who disagree
Building the Capability – Practical Toolkit
  • The failure-mode catalogue: architectural, organisational, implementation, and post-launch failures and how to prevent them
  • Automated validation as the mechanism that keeps accessibility from decaying post-launch
  • The capability-vs-feature audit, producing a system diagram of your own project
  • The decision-framework template and a personal action plan to take back to your team

Équipe pédagogique

Whether a game can be made accessible is usually decided long before anyone writes accessibility code. That's the idea Bianca Marina Stana teaches. A senior software engineer at Unity, she led the development of the engine's accessibility APIs and helps developers big and small understand what's possible, spot opportunities, and make better decisions. In this course she gives you the architectural thinking behind those calls, not a list of opaque rules.

Suivi de l'exécution et évaluation des résultats

  • Exercises during the training sessions and quizzes throughout the days

Ressources techniques et pédagogiques

  • Welcoming participants in a dedicated training room. Training materials displayed on a screen. Theoretical presentations Practical case studies Training materials made available online following the session.

Qualité et satisfaction

Learner satisfaction rates and attendance

Modalités de certification

Résultats attendus à l'issue de la formation
  • Delivery of a certificate of completion.

Délai d'accès

1 semaine

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.