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Game accessibility guidelines

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  • Intermediate
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  • Full list
  • Why and how

Ensure no essential information (especially instructions) is conveyed by text alone, reinforce with visuals and/or speech

My best friend is dyslexic; game designers never think about the accessibility benefits added by voice-acting.
dsnettleton, via Reddit

listen i LOVE discovering relics of the past but i am not someone who can pay attention to a block of text on the screen for very long and i cannot see the words on my own tv screen very well. i wish all documents could have audio
émile, via Twitter

Reinforcing textual information with images and sounds can be useful for all players. But it is particularly valuable for people who have difficulty with reading – not just in terms of the reading itself, but also because being confronted with large blocks of text can actually often be so intimidating that the text is skipped entirely.

Best practice example: Aporkalypse
Best practice example: Rise Of The Tomb Raider (video)

All guidelines

Three cogs, smallest coghighlightedBasic
Three cogs, medium sized cog highlightedIntermediate
Three cogs, largest cog highlightedAdvanced
Three cogs, all  highlightedFull list
ExcelExcel checklist download

Help & advice

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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