Digital Crip Camp, a new 14-week paid programme supporting early-career D/deaf, disabled, and neurodivergent producers to develop immersive narrative projects centred on accessibility, is now underway. The programme emerged from conversations between FACT Liverpool, disability arts charity DaDa, and creative practitioners within FACT’s Studio/Lab community, recognising that accessibility barriers persist in immersive production. These barriers shape not only who gets to create new work but also who can experience it. Digital Crip Camp is supported by the BFI Creative Challenge Fund, awarding National Lottery funding in collaboration with BFI NETWORK.
With years of sector experience, former DaDa CEO Zoe Partington played a significant role in conceptualising the programme and coined its name to honour the historic Crip Camp, a pivotal site of disability activism and culture that reclaimed the term “crip” as a form of creative resistance and community building. Skills-based, boot-camp-style programmes are often short and intensive. Digital Crip Camp addresses this by incorporating rest weeks and additional bespoke support, including living access riders and tailored sessions. The evaluation framework will be co-created with participants, making it less extractive, ensuring it benefits their reflections, and providing valuable insights for arts organisations and funders.
With a focus on embedding accessibility from the earliest stages of immersive production, selected producers and artists are developing their ideas into pitch-ready proposals through masterclasses and workshops led by mentors and sector leaders.
Over three months, participants will develop skills in ideation, project management, and the use of accessible production tools. This is complemented by hands-on workshops exploring topics such as the role of open-source software amid rising living costs and reduced arts funding, and how immersive tools can be used creatively and functionally to support accessibility for both producers and audiences. The programme also includes visits to immersive exhibitions at regional galleries, where participants conduct accessibility audits and meet with exhibition teams to discuss design choices, limitations, and compromises. Additional sessions focus on audience identification, development strategies, and the adaptation of ideas, with support from one-to-one mentoring.