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September 28th, 2007 8:50pm (PST) by Reid

Presentation at Ohlone College
On Tuesday, October 2nd (this coming Tuesday) I will be giving a presentation at Ohlone College as part of their Disability Awareness Week events. The presentation is at 11am to 12pm located at the Jackson Theater in the Smith Center. There's a campus map in case you need one. I'll be staying around to check out the Orientation and Mobility Workshop put on by the California School for the Blind, which sounds very cool. There are other events, located at Ohlone's website.

Doom3[CC] Source Released
Doom3[CC] v2.0 source (compatible with Doom3 v1.3) is now available for download. Lately, I've been getting email saying that the mod doesn't work with Doom3. id Software recently released a patch making the latest Doom3 version 1.3.1. This makes the closed captioning mod incompatible with it and many people cannot use it anymore. I wish developers could update games without making mods have to update their source code and release new versions. Unfortunately, I can't update the mod and therefore, I'm releasing the source in the hopes that someone can do the job of porting it to work with D3 v1.3.1. Many people will be very happy! Be sure to get the assets from the official release. If you do port this, let me know so I can praise your work!

August 17th, 2007 10:15pm (PST) by Reid

If you are in the UK, please check out the mag, Official Playstation 2 magazine by Future Publishing that is appearing on shelves this week. They have an excellent 5 pages dedicated to accessibility issues/disabilities that people deal with in games and the various ways they can overcome them by using hardware or software. I was interviewed for the article providing some comments on closed captioning and the work I've done on Doom3[CC]. It's easily the most comprehensive article written about game accessibility issues, covering not only hearing, but also mobility and vision issues. Order the Aug 2007 UK edition to see the article. Kudos to Kimberley Richards for writing it!

July 8th, 2007 4:30pm (PST) by Reid

I've decided to remove the Games[CC] forums because I couldn't manage all the fake spam user accounts. At first I tried to determine who was a legit user and who was only trying to register to post ads or links to phishing schemes but it became too much for me to keep up with. Sorry if this causes anyone an inconvenience.

This October I'm scheduled to give a presentation at Ohlone College in Fremont, CA on closed captioning in games. It's scheduled to be part of a week long event celebrating Disability Awareness Week. Last year's event was their first one and I'm excited by this opportunity to participate!

January 21st, 2007 2:30pm (PST) by Reid

Before I get to the real reason I'm updating today, I want to mention that the Quake4[CC] project was not accepted to the IGF modding competition. I was really hoping to get a nomination, but the competition was fierce. I also got the results back from the ModDB awards competition and while I didn't get any nominations, the mod did get 103 points when 210 points was needed to be in the top 100.

After a long break from developing Quake4[CC] and analysis of the project, I have decided that it just wasn't working out much to my own disappointment. Several factors contributed to the final outcome, such as a Quake 4 small community, competition from other popular modding communities and the realization that my approach to spreading awareness for closed captioning in games isn't working and isn't practical. I was trying to close caption each game, one by one and that will never get me the results I want.

What I need to do is start developing middleware software and tools for developers to use. The tools should enable a developer to close caption their games on budget and on time. Only then, will it be possible for developers to close caption all their games. With that, I hereby announce that I am looking for seasoned C++ or XNA programmers to help me develop these tools and middleware software. I have detailed development and revenue plans to share with the programmers that work with me and hope we can form a productive partnership that grows into a friendship and once in a lifetime opportunity to change the game industry for the better.

Additionally, to help support and foster this new direction for Games[CC], I have setup a forum, inviting anyone to join that wishes to discuss many topics related to Games[CC] or closed captioning in games.

Lastly, I want to thank everyone that has emailed me in the past for their support. This kind of endeavor can be a lonely process and the support I receive is a great motivator to never give up.

December 3rd, 2006 11:30am (PST) by Reid

Games[CC] today announces the release of Quake4[CC] version 1.3. This version is in fact compatible with Quake 4's point release version 1.3. There are several known issues listed in the readme text file. Don't be shy in telling me problems you have with the mod and how I can improve it.

Also, sadly no one has yet responded to my ad posted last week. I understand it is the holidays and everyone is busy so I'm hoping I'll get some responses after Christmas. However, if you are a programmer and thought the money I offered was too low ($75.00) please let me know how much you think I should be offering. The price I offer may change if it turns out I wasn't offering enough.

November 29th, 2006 9:30pm (PST) by Reid

Programmer Wanted for Doom3: RoE[CC] Project
Games[CC] started a closed captioning mod for Doom3: Resurrection of Evil when it first came out. To finish the mod, we require a programmer with the qualifications listed below who would enjoy adding closed captions to Doom3: RoE. There is a cash "prize" upon completion of the mod (details below).




Checklist for Completion

About Closed Captioning
Games Need Closed Captioning

About Games[CC]
Games[CC] is a dedicated group of captioners, translators, artists and programmers who mod existing games to add closed captioning to them. While most games (but not all) include sub-titles for dialog, many do not caption the sound effects from weapons or enemies. Adding closed captions helps hearing impaired and deaf players to experience the game as intended by being aware of the sound clues and information they may miss without the use of closed captions.

About Doom3[CC]
Games[CC]'s first completed project is Doom3[CC] which in addition to adding closed captions also features a unique visual sound radar. This visual sound rader gives players an approximate idea of where a sound is coming from by vaguely indicating distance and direction. The Doom3[CC] comes complete with:

The mod has received critical praise, been featured on cover discs for UK's PC Gamer and was also nominated for the IGF Choice Award for Best Doom3 Mod of 2005.

About Reid Kimball
Reid is currently a Designer at LucasArts. He is also hearing impaired and as a gamer he uses his free time to develop examples of closed captioning in games to educate and encourage developers to included closed captions in games. He designed the Dynamic Closed Captioning system.

About Dynamic Closed Captioning system
Developed by Reid Kimball, the DCC system is the brain that controls how closed captioning works for his modifications. Using external files, a priority queue and an algorithm, it efficiently decides which sounds are most important and ensures those sounds get captioned for the gamer to see.

November 20th, 2006 8:30pm (PST) by Reid is having their annual Mod of the Year Awards. That's why I've added the image link to the left under the text links. I would appreciate your vote, thanks.

November 15th, 2006 8:30pm (PST) by Reid

September 24th, 2006 2:45pm (PST) by Reid

I think I'm going to maintain updates of the Quake4[CC] project over at instead of here from now on. It's much easier to update news, image galleries and upload mod files. I've written a more indepth update on the mod, but basically I just finished a big task, capturing all the missing captioning information. Now, I just have to add captions to thousands of files. Yikes.

August 9th, 2006 7:00pm (PST) by Reid

Games[CC] T-Shirt
GamesCC T-Shirt
It's here! I got my very own Games[CC] T-shirt last week. If anyone happens to buy a shirt and wants me to throw up a picture of them wearing it, I'd be happy to do so.

July 18th, 2006 11:00pm (PST) by Reid

In my endless pursuit to think of creative ways to help fund the projects we do here at Games[CC], I have opened a Games[CC] store over at I aim to use the store to make millions to fund my crazy hobby of adding closed captions to games . Please let me know if there is anyway I can make the store better *cough* (so I can make millions) *cough*. You will note that the prices are on the high side. I did this because I hope people see what Games[CC] does as valuable cause that is worth the high price for a cool T-shirt. Well, I think the logo is cool. If you do want to buy a T-shirt, notice that some have printed on the back and some don't. If you want it added to the back, let me know which T-shirt you want it added to and I'll update the design.

June 27th, 2006 10:15pm (PST) by Reid

I've got info about next years Independent Games Festival at my blog and how it relates to Games[CC]. Please check it out there. Thanks.

June 06th, 2006 1:30pm (PST) by Reid

I have updated the Help wanted page with a download to a document. The document has instructions on how anyone can help Games[CC] complete the Quake4 project. Feel free to work on as much as you'd like. The way this should work is that I will be doing something called Crowd Sourcing. Some say it's nothing new, it is related to current mod development, which has been going on since 1994. However, mod development requires people to dedicate themselves for months on end to solve tough problems. Crowd Sourcing on the other hand gives problems to an open crowd of people that should be solved reletively quickly. That's where Quake4[CC] can be completed in a much quicker time thanks to a large crowd of people who want to help, well, that's the hope at least!

To help with this new approach to Quake4[CC], I've released two programs that we use internally on the Projects page. CCErrorFinder and CCEdit. I do NOT recommend using CCEdit yet, it tends to corrupt the Dynamic Closed Captioning files and you'll lose a lot of work. I put it up there mainly to demonstrate what a CCEditor program could be like for developers to use. It saves a lot of time and reduces errors when creating captioning entries. CCErrorFinder does a great job though for what we need. Thanks go to Jason Sadler and Dexter Haslem to bringing that little app to prime time.

June 04th, 2006 9:00pm (PST) by Reid

I wanted to give a shout out to Dexter H. for donating to Games[CC] this weekend, thank you! After emailing a bit, it looks like he might be helping with some programming tasks which is needed. There's a lot of projects going on right now. We have Doom3:RoE[CC] to finish, Doom3[CC] to port to Linux, Quake4[CC] to finish and two development apps, CCErrorFinder and CCEdit.

May 21th, 2006 7:00pm (PST) by Reid

Please check out the Help Wanted page. I am in need of a few good captioners. I spent pretty much this entire day captioning the sound effects for the first level of Quake4... and if this mod is to be ever finished, I'll need a few extra helping hands, :) Ask your friends, family, co-workers, anyone to help! It will be a very rewarding experience.

Also, I have released an updated version of the mod, Quake4CC_v0.6. This new version fixes a bug in v0.5 that caused it from loading properly. For some reason the brackets "[ ]" were causing Quake4 not to load the mod at all. That's been corrected now with the removal of the brackets. Also, v0.6 has more dialog and sound effects closed captioned.

If you want to turn off captioning for sound effects, bring down the console and type, "cc_environment 0", hit enter. Typing "cc_environment 1" will turn the captions for sound effects on again. Dialog can be similarly turned on and off with cc_dialogue 0 or 1.

May 20th, 2006 7:30pm (PST) by Reid

I spent much of the day reorganizing this website. You'll see on the left the links have been cut from 11 to 8 now. Should be easier to find what you're looking for. There's still some work to be done in the media section getting recent shots and videos but the essential downloads are there. Let me know of any problems.

We're looking for a few good men. Check out the help wanted page to the left for more info.

Also, I want to point out the new slogan I came up with yesterday, "See the Sound". It has a nice ring when spoken with the group name, "Games[CC]: See the Sound". Eh?

May 20th, 2006 4:30pm (PST) by Reid

I've got a new interview up with Marc Laidlaw of Valve Software. He asnwers my questions about closed captioning in games.

May 17th, 2006 11:30pm (PST) by Reid

I'm releasing an alpha version of the Quake4[CC] mod. It's compatible with Quake4 v1.2. readme_q4cc_v0.5.txt and Quake4[CC]

April 18th, 2006 9:30pm (PST) by Reid

Results from a recent poll
Results of the which genre should Games[CC] look to close caption their next game?

I'm closing the poll I had up as of now. I thank everyone that voiced their opinions by voting. I found the numbers really interesting and using the poll more valuable than I anticipated. After calculating the data, 55% of the 104 votes went to the FPS genre, 21% went to Role Playing Games, 15% to Action/adventure games, 5% to Real Time Strategies, almost 2% for Adventure games and almost 1% for Other. The FPS genre received over double the votes of the runner up, Role Playing Games category, 57 vs. 22. The numbers are clear in what they say, but I'm curious if they are skewed because Games[CC]'s previous closed captioning projects were geared towards FPS's and therefore, most of our visitors naturally want to see more of that. It's a possibility but I can't know for sure, so I gotta go with the numbers.

I'm going to take a stab at reasoning why each category was ranked as shown by the voters, as if as a whole, the voters represented a singular entity voicing their opinion on which genre's needed captioning more than another. The FPS takes highest priority I believe because of the vulnerability of the player in a first person perspective. The view of the player within the world is very narrow, compared to an overhead perspective or even a 3rd person perspective. In first person, you can't see what is behind you, but you may be able to hear something which clues you that you might be in danger very quickly. Also, the gameplay of FPS games typically places the player in danger much more often than a role playing game or action/adventure. There is less character interaction in an FPS game when compared to a role playing game, and less puzzle solving when compared to an action adventure game. So with such a focus on combat and dangerous situations, players need access to all the information they can get, tactile, visual and auditory to keep up with all the threats the game throws at them.

I can see Role Playing Games taking the 2nd rank on priority for closed captioning simply because of all the dialog that occurs during character interactions, much more so than in an FPS or Action/Adventure game. A lot of RPGs also have NPCs that converse amongst each other in the streets for the player to eves drop in on when walking by. Sadly, sometimes these conversations are not sub-titled which means a lot of players miss out on experiencing the full depth of the RPG world. Let's not forget RPG's do have quite a bit of combat, however most are played in 3rd person, while some can be played in first person. The 3rd person RPGs allow the player to see the incoming threats much sooner than if they played in 1st person simply because the view lets players see more, especially behind the player.

In the beginning when the polls were open, the Action/Adventure was in a neck and neck race with the Role Playing Genre. It might have fallen to 3rd place because Action/Adventures don't place as much emphasis on dialog conversations as Role Playing Games do and they also tend to feature a healthy balance of non-combat related puzzles to solve. Some of those puzzles may require the use of sounds so it's still important that Action/Adventures feature closed captioning. They are also typically played in 3rd person perspective because they are usually character driven and players want to associate with the avatar more. By virtue of being in a 3rd person spective, the threats that occur around the player can be more easily detected visually than in a first person game.

The Real Time Strategy genre managed to get into the 4th slot. I think this is largely because a Real Time Strategy games do a great job of communicating all kinds of feedback to the player visually. When you make a new unit and it comes out of the barracks or factory, you visually see it appear on the screen, the number of available units ticks to increase by 1. The unit also may say, "Ready for orders sir." but when you show the unit is ready, the audio usually isn't required for players to understand that it is ready for use. The overhead view of the battle also allows players to see incoming threats long before sounds of their castle walls being bombarded can be heard. Because players can often times be looking at one corner of the map when their base comes under attack, RTS games usually have other visual indicators to notify the player, "Your base is under attack!" and such that sound isn't required. In other words, these games are more easily playable without sound than an FPS. However, I can't tell you the last time I played an RTS game for longer than an hour, so, I could be wrong.

The last category listed with the fewest votes is the Adventure genre. I wrote "no action" in parenthesis to make clear I was talking about the classic adventure games that started out as text type adventures, then 2D point and click, and now are slowly moving to more complex 3D environmental, character driven interactive games. I have a deep love for this genre since they were the first games I played, so I was hoping for more people to vote in this genre, alas it wasn't meant to be. I can understand it too. Most adventures are very narrative and story focused. In some, the gameplay seems to be secondary to the narrative presentation which is usually all dialog and tends to be sub-titled. The gameplay elements usually do not feature life threatening combat situations and allow the player to take their time and think about how to solve the puzzle. With that kind of approach, there is no critical information that hard of hearing/deaf people might be missing (unless dialog isn't captioned) because everything else is up to the player's ability to solve the puzzles with their brains, not reflexes.

I wish the person that voted for "OTHER" would have left a comment and mentioned which genre they wanted to have closed captioned. One genre I can see are Audio Games. Recently, I've seen more people interested in this genre simply because they had never heard of it before, but once experienced, they think it's really cool. For a good intro, check out Audio games are completely audio driven. Many do not feature any graphics at all, or if they do, it is quite limited. The players interact with the game listening ONLY to the audio and pressing keys to change things in the game. The focus on the audio of the game means the experience is usually quite different from other visually focused games and in time I can see the achievements of audio game designers filtering into 3D games. With audio games, I think closed captioning could broaden the audience. It sounds funny to say that an audio only game should be made accessible to people who can't hear, but not all of us are completely deaf. I tried an audio game not to long ago. I could hear a female voice talking, but I couldn't understand exactly what was being said. With closed captioning, I wouldn't have had that problem and I would have continued to play the game, instead, I stopped because I couldn't even get past the main menu. Talk about a hard game!

In closing, it looks like Games[CC] will be using an FPS game for our next project. I'll put up a new poll this week to ask which FPS game we should close caption. I'll throw up Doom3: RoE, Quake4 and some others as well. Be sure to check back for that and vote.

April 12th, 2006 11:00pm (PST) by Reid

The poll I put up is going awesome! I'm psyched that over 60 people have voted so far. I also wanted to point out that I put up a new link on the left side bar for "About Games[CC]". I can't believe I didn't think to add this before. It explains what Games[CC] does, so check it out if you aren't entirely sure.

April 8th, 2006 1:00pm (PST) by Reid

As some of you know, Games[CC] announced months ago that we were going to provide closed captions for Doom3: Resurrection of Evil and Quake4. Things started off great, but then I became unemployed and searched for a few months for a new job. It took over as my number 1 priority and D3:RoE[CC] and Q4[CC] had to be put on hold. Well, now that my life is back to being more stable, I can concentrate on helping Games[CC] achieve our goals.

However, a lot of time has passed. D3:RoE and Quake4 aren't brand new games anymore and I wonder if people are still playing them?

Is there still a demand for D3:RoE and/or Quake4 to be closed captioned?

There have been many great new games released that could use closed captioning. Since Games[CC] was created to provide closed captions to the masses, the choice will be left up to you! In the poll below, I'd like you to vote on which genre of game Games[CC] should concentrate on for its next closed captioning project. In a week, I'll close the poll and see which genre wins. Then from that, I will make a new poll with a list of games from the chosen genre. For example, if the First Person Shooter category wins, then I will put D3:RoE, Quake4, FEAR, FarCry, BF2 and some other FPS games (that can be modded for the addition of closed captions) in a new poll. If the Real Time Strategy genre wins, well then, that'll be an interesting project considering we haven't closed captioned an RTS before. I'll list a few recent RTS games and then you get to pick which one we should do. Of course, the genre/game that receives the most votes will determine Games[CC]'s new direction. It's up to you to make your voice heard! Feel free to leave comments along with your vote. The comments will be private and read by me only. Thanks!

April 5th, 2006 8:50am (PST) by Reid

Day 5 of GDC, the fifth and final day. :`(

April 4th, 2006 11:00pm (PST) by Reid

Here is Day 4 of GDC.

Also, I am in need of a volunteer website graphic designer. I would like to have this very website redesigned, or I should say, designed considering there isn't much of a design at all! ;) I hope that someone would be willing to help me create a logo design for Games[CC] and develop this website to deliver a more professional, intuitive user experience. I plan to add lots of new content in the near future, so the design should be elegant and flexible. If you are interested, contact me (reid [at] rbkdesign [dot] com) and please do send examples of previous work. Thank you!

March 31st, 2006 8:30pm (PST) by Reid

I have converted the presentation slides I made for GDC 2006 to PowerPoint and they are available for download. The presentation uses a lot of video files, which I removed from the slide and replaced with links to the videos so you can download which ever video is needed. The presentation is about 418 KB.

Please, by all means distribute this as you like. Thanks!

March 31st, 2006 8:50am (PST) - updated @ 7pm by Reid

I have posted my report of Day 2 and 3 from GDC '06. I'll have Day 4 later this week.

UPDATE: I have corrected a lot of spelling and grammar mistakes in the GDC report above.

March 28th, 2006 9:50am (PST) by Reid

I have posted my report of Day 1 from GDC '06. Woohoo! I'll have Day 3 later this week.

March 28th, 2006 8:30am (PST) by Reid

Good morning all, this is a rare early morning update. Check out the write up for pre-GDC '06. It's real small. Day 1 will follow up later this week.

March 26th, 2006 11:22pm (PST) by Reid

I am back in San Francisco after being at the Game Developers Conference for a week. What an amazing experience it was. I have lots and lots to say but that will have to wait until another day.

For now, check out this small discussion on livejournal where deaf_skribbler asks what sort of frustrations deaf gamers have.

January 15th, 2006 10:50pm (CST) by Reid

Dreams do come true! The Doom3[CC] mod developed by the Games[CC] team has been chosen as a finalist in the Independent Games Festival's Modding Competition within the Doom3 category. Holy cow Super Mario! What an amazing honor to be chosen by a panel of judges featuring game industry and modding veterans. You can find more info about the competition at the following sites:

Independent Games Festival


There is one other finalist in the Doom3 mod category, the Last Man Standing mod and I'd like to wish them good luck! I know it will be a tough decision for the judges.

October 22nd, 2005 5:00pm (CST) by Reid

I would like to announce that Games[CC] is currently working on providing closed captions for Quake4 by id Software. Many of the previous members of the Doom3[CC] mod team are back once again offering their free time to help create the captioning files for Quake4[CC]. Currently, we are buying copies of the game or still playing through the game (myself included) and dissecting how the GUI, sound shader and other systems work to determine what we can leverage when the SDK is released. The real work will begin when the SDK is released, so please be patient with us as we work on Quake4[CC]. Fortunately, while looking at some of the .lipsync and .sndshd files we found that most of the dialog is already captioned! This will save us quite a bit of time. I have to wonder though... someone went through the trouble of adding captions to the text files, why couldn't they have gone one step further and printed those captions to the screen?

For Quake4[CC], we currently have the following languages planned for, English, French, German, Portuguese and Spanish.

One of our programmers dug into the game's HUD GUI and found that we will have a difficult time finding a suitable place to put our captioning bars and visual sound radar. Quake4's in game HUD uses nearly all corners and sides of the screen leaving us very little room to squeeze in the closed captions. We'll continue playing with the GUI's and hopefully come up with a good solution. It is apparent that if you are planning to add closed captions to your game, it's important to think about their impact to the game's HUD as early as possible in the development of your game.

One more thing, I have added a "donators" page, linked from the left side menu that lists current donators to Games[CC]. Thanks to these people for their generous contributions.

July 1st, 2005 9:40pm (CST) by Reid

We have our very first interview in the new Articles / Interviews section. Yahn Bernier of Valve Software discusses their experience in developing the closed captioning system used in Half-Life 2. Yahn has insightful answers and their experience is similar to Games[CC]'s own experience while developing the Dynamic Closed Captioning system for Doom3.

June 29th, 2005 10pm (CST) by Reid

The Games[CC] team is really happy with the recent release of Doom3[CC] v2.0. Many will be glad to know we are now in the process of closed captioning Resurrection of Evil, Doom3's latest expansion pack. Since it is an expansion, the captioning effort shouldn't take along as Doom3 did. The Dynamic Closed Captioning system is stable and we have internal tools available to us that help us create closed captions.
Soon, I will make the tool we use to create .dcc files available for others to use on their own Doom3/RoE mods. Look for that soon.
Now, I'd like to talk about the future of the Games[CC] team. While we create the mod for closed captioning Resurrection of Evil, I will be doing what I can to expand the use of the Dynamic Closed Captioning system into other games besides Doom3. This will require us to create an open source product that we wish to make available to game developers all over the world. This is a rather large undertaking on our part and it will require outside funding if it will ever be realized. This is why I have decided to use various funding methods such as Google's AdSense, PayPal's Donation program and sponsorships from other companies and organizations. The money obtained from those sources will be used to fund various operations of our research and development efforts for the DCC system.
With that explained, I would like to officially announce our first sponsor, WidowPC out of Austin, TX. They build high end PC's and laptops that should fit many gamers needs. The good guys over there are donating $50.00 to Games[CC] for each PC or laptop purchase linked through this website. Check 'em out!
Lastly, if you would like to become a sponsor, please see the sponsors page for more information. Individual donations can be made via the PayPal Donate button to the left (in the links bar) and clicking on ads never hurt anyone, right? Right! Thank you and keep your eyes peeled for more information from the Games[CC] team soon!

June 21, 2005 - 10:30pm (CST) by Reid

The Games[CC] group (as we now call ourselves) is proud to announce that version 2.0 of the Doom3[CC] mod is available for download. This version is compatible with the latest patched version of Doom3, v1.3. We are especially excited about this release because it adds several new features that should be helpful to hard of hearing/deaf and foreign gamers.

- color coded closed captions for characters and environmental sounds

- support for multiple languages (english, spanish, french, german and Brazilian portuguese)

- a visual sound based radar on the HUD

Be sure to check out the latest video (~14MB .avi DivX) we have showing off the visual sound based radar and colored closed captions.

I need to thank all the peeps out there that emailed us with questions, support and inquiries regarding the mod. It was always awesome to read that people benefited from the hard work the Games[CC] team put into this special mod. The guys I worked with truly demonstrated how selfless and dedicated to a greater (yet not so glamorous) cause people can be and I thank them all for the opportunity to have worked with them.

Lastly, if you would like to use the Dynamic Closed Captioning system we designed in your own mod or commercial game, please refer to our information wiki website.

March 19, 2005 - 5:30pm (CST) by Reid

Hello all, I must say a big thank you to everyone that has offered their support and words of encouragement. It is greatly appreciated and always puts a smile on my face.

I went ahead and updated the "Videogames Need Closed Captions" article on my gaming portfolio website because the article was two years old and I wanted to add information regarding the Doom3[CC] mod.

Work continues on our final build of the closed captioning mod for Doom3. We have a working visual radar of sound proximity for players to refer to. I'm really excited about that feature because I believe it gives hearing impaired players the same information hearing players have without it becoming a tool for cheating in videogames.

Lastly, I attended the Game Developers Conference a couple weeks ago and had a fantastic time meeting Michelle and Thomas of the IGDA Game Accessibility SIG that we are members of. We held a session at GDC and I spoke for about 10 - 15 minutes about the work my team and I have been doing on the Doom3[CC] mod. I went into details about my design philosophy and how we implemented the features the system has. We had a decent turnout of perhaps 12 - 15 people. Some were from Microsoft, Sony and mobile developers. Thanks to all who attended.

January 31, 2005 - 10:30pm (CST) by Reid

I have added a new screenshots link to the left. Be sure to check it out as it showcases one of the new features we have planned for our next release, color coded closed captions. Tooooo many C's dang it!

December 12, 2004 - 12:00pm (CST) by Reid

I have created a videos section in the links (on the left) that shows off the Doom3[CC] mod for those that don't have Doom3 but are still interested in seeing what the mod does. Direct links below in .zip files: - 4MB DivX 5.2.1 - 11MB DivX 5.2.1 - 24MB Divx 5.2.1

December 11, 2004 - 11:30pm (CST) by Reid

I am extremely proud to announce the release of the Doom3[Closed Captioning] mod v1.0 for Doom3! Everyone at Doom3[CC] is excited to hear what everyone thinks of our accomplishments. If you'd like to leave feedback please do so on our forums located at

December 2, 2004 - 1am (CST) by Reid

This website is primarily a mirror for the mod that will be released for the DOOM3[CC] mod. Please visit our official website for more information.