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Game accessibility guidelines

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Avoid placing essential temporary information outside the player’s eye-line

Many vision impairments can result in loss of peripheral vision. While arranging interface elements along the edges of a screen is fine as players will familiarise themselves with the layout and know where to look for them, avoid placing temporary elements that are essential to gameplay (such as God of War 3′s quick time event indicators) far from where the player’s focus is likely to be, as they can easily be missed.

This is a particular issue with VR, especially when considering that audio cues alone are not sufficient for gamers with hearing loss.

Best practice example: Tony Hawk’s Pro Skater HD

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Three cogs, smallest coghighlightedBasic
Three cogs, medium sized cog highlightedIntermediate
Three cogs, largest cog highlightedAdvanced
Three cogs, all  highlightedFull list
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How to work with these guidelines

FCC Chairman's Award for Advancement in Accessibility
finalist 2016, tiga games industry awards
DFA foundation best practice award, Horizon Interactive Bronze Winner, 7-128 industry & community leader

About the guidelines

A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.

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