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

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How 'God of War' Made Accessibility a Core Part of Its Game Design
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“Our interactions with the disabled community were crucial to discover what worked, and more importantly, what was lacking.”

overall success, Pavlin notes that it’s not a competition to create the most accessible game, but rather a collaborative effort between internal teams to consistently create products that can be played and enjoyed by disabled people.

“We are incredibly thankful that in the game development accessibility community there is a desire to share knowledge and encourage each other to improve,” she says. “released when we were already well into development on our accessibility feature set, so many were already functional in-game at that time. That being said, we definitely were able to look to them for inspiration on areas where we could expand our feature set and use existing systems to further push accessibility.

“Our goal is to push the bounds of accessibility in gaming and improve with each project,” she says. “We will aim to continuously gather feedback on’s feature set after release and bring those learnings into our development processes. One of the biggest takeaways from our work in the accessibility space is that early planning and implementation in partnership with the community is key to success.”

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