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Game accessibility guidelines

  • Basic
  • Intermediate
  • Advanced
  • Full list
  • Why and how

Provide details of accessibility features in-game

I finally downloaded Dots, only to find that I’m far too colorblind to actually be good at this.
Sara Lang, unaware the game had a colourblind mode. Via Twitter.

Accessibility features are not yet a standard expectation, players often do not know to go looking for them. Without signposting, some of the work on those features can go to waste.

Several techniques are possible. Showing the menu itself before the game starts. Building them in to the intial tutorial, as is sometimes done for features such as stick inversion. Highlighting features on initial and interstitial loading screens. Even prompting players about them if it looks like they might be having difficulty.

Best practice example: Battlefield Hardline
Best practice example: Block
Best practice example: Nier Automata

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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