Julia Hardy reveals how games makers cater for players with all kinds of disability - from colour-blindness to serious physical impairments. A controller seems simple enough: two sticks, two thumbs. But what happens when you’ve only got the use of one hand? Or neither of them? Julia Hardy speaks to players and experts about the challenges of making gaming accessible for all. Julia meets George, a FIFA fan and once a promising young footballer. His ability to play football was cut tragically short by a serious car accident that left him significantly paralysed. George reached out to UK charity Special Effect - which develops bespoke controllers for players with disabilities - to get back to the virtual version of the beautiful game. Working with George, they developed a specialised interface - now he’s able to play on a level with anyone, regardless of his limited hand movement. Julia also meets Lifelites, a UK charity that uses video games to help seriously disabled children socialise and experience new sights and sensations. Accessibility goes beyond the physical, however - almost one in five people in the UK has some form of a disability, and all games developers need to cater for everyone. Julia hears how any developer can incorporate accessibility, and why they need to. She speaks to PlayStation about how their games are embracing this, and to Microsoft about the company's innovative twin-controller Co-Pilot scheme. Julia also hears from other developers, including Hellblade director Tameem Antoniades and Toxic Games' Dan Da Rocha, about first-hand accessibility experiences and industry progression; and reflects on just how vital it is that gaming really is for all the players.