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A fantasy dungeon map displays red-highlighted paths marking navigable areas, guiding a player controlled avatar dressed as a knight through a room illuminated by glowing stone structures. Above, a lava-lit chamber can be reached via staircases and bridges. An AI controlled monster non player character (NPC) blocks the lower path. The majority of these items are connected to directional sound sources, allowing players, including those who are blind or visually impaired, to navigate using audio queues.

Navigable Areas

Accessible

Navigating complex game environments for visually impaired players can prove extremely challenging.

In this case, a knight character is in a cave environment with stone staircases, rivers and multiple mysterious in-game objects.

 

For a visually aware player, this is easy to navigate, but visually impaired players will struggle to get around.

The “Infinitaria” is designed from the ground up to provide navigation tools so that any player can move around regardless of their playing requirements.

An audio navigation system where a spatial sound cue is emitted from the exit to help orient the player, especially those who are blind or visually impaired. A mobile “Follow-Me” audio source moves along a path, guiding the player toward the goal.

A spatial audio source will be played at the exit, so the players knows roughly where to go

A "Follow-Me" audio source

will also be provided to act

as an audio guide that the

player follows to move towards the exit

Navigation

Navigation for visually impaired players is baked into “Infinitaria”. Generally, exits from any arena will be limited to north, south, east or west. The player can then select the direction they wish to exit, and the game will calculate a “safe route”.

 

The power of using “Infinitaria” is that in-arena navigation is always available using our built-in route-finding technology that allows all game objects to navigate between two points, no matter how far apart they are.

 

The player can use the same concept to navigate towards any object in the game.

A Text-Based Description system that activates within the player's visual field. This offers spoken information about the environment and objects in view. This helps players, including those who are blind or visually impaired, to hear descriptions of items in front of them that may not produce sound, and provides a alternative description of the surrounding environment to relying completely on spatial audio cues.

Text based descriptions

Describe

Being able to “see” what is ahead of the player is a vital part of being able to play a game. 

By default, all objects will have description text, an importance rating and an optional spatial audio source attached.

At any point, the player can press their “view” button, and the system will utilize AI to provide a narrative description of what is in front of them such as “You can see a golden orb in front of you, behind is a stone fountain and slightly to the right is a mysterious artifact”.

The player can then request a more detailed description of any of those objects to learn more or even navigate towards them.

A Visual Audio Particle System, represented by scattered star icons, around an AI-controlled NPC and the player controlled avatar. The effect visually maps spatial audio cues, such as the direction of a sound, its reverberation, occlusion or echo. This assists players, including def or hard of hearing users, to access audio queues.

Visual Audio

Particle System

Audio

The “Infinitaria”  support for accessibility does not stop just with visually impaired players. Our spatial audio function also includes support for “visual audio” for deaf players.

This allows us to visualize audio on important in-game objects such as NPCs, so deaf players can “see” them creeping up behind them.

These settings are configurable for the player and may also lead to some interesting gameplay concepts where fully sighted or hearing players are forced to play levels using their non-primary  senses.

2025 Red Nought Limited

 

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