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

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Last updated 22 dezembro 2024
How 'God of War' Made Accessibility a Core Part of Its Game Design
For the 'Ragnarok' sequel, Santa Monica Studio incorporated regular feedback from disabled gamers, hosted public conversations on social media, and more.
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
How God of War Made Accessibility a Core Part of Its Game Design
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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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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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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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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