Assassin's Creed Shadows launches on March 20 on PS5, Xbox Series X|S, Amazon Luna, Macs with Apple silicon via the Mac App Store, and Windows PC through the Ubisoft Store, Steam, and Epic Games Store. Set during the late Sengoku era in Japan, players will play as both the stealthy shinobi Naoe and the formidable samurai Yasuke. No matter who you're playing as, the development team wanted to ensure that as many people as possible are able to enjoy everything that Assassin's Creed Shadows has to offer. To learn more about the team's approach to accessible design, we spoke with UX Director Jonathan Bedard.
Assassin's Creed Shadows is an evolution for the franchise, with many elements being rebuilt from the ground up. In what ways did that allow you to change your approach to accessibility?
Jonathan Bedard: Having changed the way we built the game, we had to redo many things, and it allowed us to revisit some elements that weren't working as well as we'd hoped. Certain features benefited from this by being retooled or by simply changing the interface itself - or in some cases, the functionalities - to elevate our offer and our experience to higher standards. One example of that is our input remapping. Not only can you adjust the inputs of any of the buttons, but you can adjust the action of that input, whether you want it to be a hold or a press.
What was the collaboration like with the development team at Ubisoft Quebec?
JB: With every project, we have more and more people interested and invested in the different topics related to accessibility. This was especially true for Shadows; for instance, the audio team was really invested and proposed ways to innovate and push the boundaries of what we do in accessibility.
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