Blackout: Navigating the 2D Platformer Without Sight
Blackout: Navigating the 2D Platformer Without Sight
Author: Marty Scott
Institution: NYU Game Center
Date: May 2025
Abstract
Blackout is a 2D platformer designed to be played without visual feedback, relying entirely on spatialized audio cues. Developed as both an academic inquiry and artistic expression, the project explores how genre experiences like "platforming" can be re-imagined through sound. Rather than retrofit accessibility options onto existing structures, Blackout was built from the ground up to question what a platformer is when sight is removed. The goal is not simply to make games accessible to players varying degrees of sight, but to interrogate how core genre affordances can be transformed and abstracted. This paper outlines the conceptual motivations, design challenges, technical implementations, and philosophical implications of the work.
1. Introduction
Games have historically centered around visual engagement. When developers talk about "accessibility," it is often in the context of adapting these sight-dependent forms for players with disabilities. This project began with a different question: What happens when we start with the assumption that players cannot see? What if we designed a game that doesn't lose anything by removing the screen?
Blackout aims to challenge traditional notions of precision platforming by creating an experience that speaks in exploration, texture, and tone. It is not a metaphorical exercise, but a prototype built to function without sight. The intent is to raise questions about genre form, sensory experience, and the aesthetics of access.
2. Background and Research
The project draws on a range of texts and communities. Readings that shaped the work include:
Accessibility and Narrative Equity in Naughty Dog’s The Last of Us Part II, Caroline Cockrum (2022) , Texas A&M University Press ( in Player's Preference and Horror Gaming)
Accessibility in Video Games: Setting a Standard, Emily Bunce (2024), Bournmouth University
Enhancing Accessibility in 3D Adventure Video Games through Object Targeting and Dynamic Descriptions: A Universal Design Approach for Vision Accessibility, Panote Nuchprayoon (2024), Drexel University
Game Audio Description in Death of Internet, Aline Di Rosa, Maria Esefania Larreina-Morales, Jerome Dupire (2024), Spring ( Lecture Notes in Computer Science, Vol. 14235), Springer-Verlag
Persons with Visual Disabilities Play Too Gaming Habits and Preferences , María Eugenia Larreina‑Morales and Carme Mangiron (2024), User‑Centric Studies in Game Translation and Accessibility, Routledge
Inclusive Design for a Digital World: Designing with Accessibility in Mind, Regine M. Gilbert (2019), Apress
These texts revealed both the breadth of accessible design possibilities and the challenges of equity in experience. The accessibility options in The Last of Us Part II are extensive—over 60 in total—but they result in an experience that diverges significantly from the intended pacing and feel. This realization helped shift the project's goals from retrofitting existing genres to rethinking them altogether.
3. Survey and Scope Pivot
The initial phase involved outreach to communities of disabled gamers and the distribution of an accessibility survey. The findings mirrored existing literature and highlighted an important truth: accessibility needs are too diverse to be captured by a single project.
Originally, three genre experiments were planned: a 2D platformer, a 2D RPG, and a 3D FPS. After early development and guidance from mentor Winnie Song, the decision was made to focus on the platformer, which posed the most direct challenge to traditional sensory expectations.
4. Design of "Blackout"
The design is centered on creating a navigable world through sound:
Surfaces like tile, dirt, rock, snow, and water all produce unique footstep sounds.
Environmental ambiance (breeze, wind, heavy wind, organ, chimes) communicates atmosphere and spatial transitions.
Physical structures are sketched in sound-first form: players hear bumps, echoes, and proximity indicators.
Avoiding text or voice over narration was a conscious choice. Instead, minimal dialogue from nearby characters was used to give hints when necessary. One key moment involved deciding whether a character should indicate the location of a hidden platform. Though abstract guidance was preferred, a clear, voiced cue was ultimately implemented to better support the player's progression.
5. Development Process and Dev Log Excerpts
Feb 1: Realization that connecting with players for survey feedback was more difficult than expected. Noted overlooked needs like light sensitivity and neurodiversity.
Feb 5: First attempt at a radial tonal navigation system. Found it abstract to the point of confusion.
Feb 11: Acknowledged that accessibility surveys, though valuable, were not effective for prototyping.
Feb 13: With Winnie's input, recognized the difference between enabling passage and enabling play.
Feb 28: Difficulty of designing levels when all cues must be audible. Discovered some standard platforming cues lose meaning without visual feedback.
March 14: Re-recorded voice lines for clarity. Recognized that degraded or lo-fi audio made comprehension harder, not more aesthetic.
6. Key Insights
Abstraction > Adaptation: Making a game playable without sight isn’t about audio menus or screen readers. It’s about rethinking what game play feels like through other senses.
Challenge and Reward: Players don’t want to be patronized. The goal is to present a fair challenge that relies on curiosity and intuition.
Accessibility as Design Practice: Rather than treating accessibility as a checklist, it should be seen as a core part of creative practice.
7. Conclusion and Next Steps
Blackout is a starting point. It does not claim to represent the totality of blind or low-vision player experience. Instead, it proposes a speculative future where genre conventions are re-embodied through sound. It may very well be that an exploration like blackout is not even most enjoyable or effective for those with vision challenges instead being more useful as a conversation starter for game developers who often look at accessibility as a isolated concept often focused on creating tools to allow players to play through their games regardless of enjoyment. In any case the exploration done here is compelling if not just for the sake of the question of "Can Games Do More?".