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Game accessibility guidelines

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Include some people with impairments amongst play-testing participants

Within a day or two of sending out feeler emails, we had assembled a core group of [blind] players who were willing to assist in any way they could. They provided feedback on our proposed usability retrofit, helped with bug testing, and got the word out to their friends that the game was coming
Diana Hughes of Psychic Bunny, via Gamasutra

Guidelines provide a very useful base checklist but are a one size fits all. Playtesting with disabled gamers is always enlightening, and gives insights specific to your individual game.

Testing as early as possible is critical, as this allows you to put any findings into action for minimal cost.

If you are in a large studio who use recruitment profiles for recruitment, add some disability related criteria to the recruitment profile – it shouldn’t cost much, if anything, to do so. If in a smaller studio, good sources of participants are local gaming groups, local and online disability related communities outside of gaming, and large local communities with a central point of contact for disabled members, such as colleges.

Best practice example: Naughty Dog (video)
Best practice example: CBeebies (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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