Max de Kroon
Composer, sound designer and gameplay audio programmer making adaptive audio systems for indie studios and solo developers. Their work focuses on creating sonic environments that respond dynamically to unique gameplay mechanics, from concept to implementation.
Currently, they are working on a range of projects, including a surrealist puzzle experience in VR, a rhythm-based acrobatics game and a procedural documentary on the colonialist gaze.
Besides game development, Max teaches Digital Literacy to teenagers and kids, using games to introduce students to design and programming logic.
Session
Audio accessibility is often treated as an afterthought - or even reduced to a lonely volume slider -while sound design plays a crucial role in gameplay legibility, inclusion and immersion.
The good news? Some of the most impactful audio accessibility features in Godot take no time to build and cost little to no CPU overhead. So let's hear what they are!