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Game accessibility guidelines

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

Solicit accessibility feedback

300 people took our survey to help us improve accessibility in our games, starting with Sunless Skies. Thank you!
Failbetter Games, via Twitter

While including people with disabilities in playtesting and user research is the most effective way of getting precise and detailed observations, simply asking for feedback online is a cheap and effective way to gather a wide range of input.

This can be through specific accessibility questions in surveys and beta test questionnaires, dedicated accessibility surveys, putting calls out on social media, asking on your own game’s forums or in disability specific online communities. Setting up a dedicated accessibility feedback email address. Approaching a studio about accessibility issue that affects you can be intimidating, so make people feel comfortable giving feedback, and that their input is welcome and wanted.

Getting input as early as possible is critical, as this allows you to put any findings into action for minimal cost. In particular if your game is part of a series, input can be gathered before any work starts, based on people’s experiences with earlier games.

Best practice example: Electronic Arts
Best practice example: Boss Key
Best practice example: Harmonix
Best practice example: Madden

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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