2026-11-04 –, Italien
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!
In this talk, sound designer and gameplay audio programmer Max de Kroon presents a fast-paced practical approach to building accessible audio systems in Godot. We will move from upgrading our basic single-slider settings to actionable techniques like dynamic bus routing, low-overhead EQ profiles, contrast-complete UI feedback and sound customization for the sensitive ears.
Grounded in real-world production learnings, this session provides a practical checklist of built-in engine features and an open boilerplate that you can immediately implement in your next project to make it playable, audible and enjoyable for everyone.
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.