Start from player tasks
Review first launch, menus, tutorial, core loop, failure recovery, and exit rather than counting switches on the settings screen.
Accessibility review
Turn design references, platform guidance, visual checks, and alternative input practice into risks that can enter the iteration plan.
01
When accessibility review begins before release, input, camera, information hierarchy, and core mechanics may already be expensive to change. This collection does not promise a universal compliance checklist; it helps a small team find blocking player paths early and validate them through layered automated checks, expert guidance, and user evidence.
Selection criteria
02
Review first launch, menus, tutorial, core loop, failure recovery, and exit rather than counting switches on the settings screen.
A recommendation should become observable behavior, such as understanding state without color, remapping input, or reading subtitles reliably.
Tools can screen color and static interfaces, while cognitive load, motion comfort, input reach, and feedback still need player participation.
Recommended workflow
03
Walk the core loop through varied visual, hearing, motor, and cognitive needs, recording where a player cannot start, understand, or recover.
Define testable behavior for remapping, subtitles, color coding, camera motion, and time pressure, with an owner and target version.
After UI or scene changes, repeat contrast, color-vision simulation, text-size, and keyboard or alternative-input path checks.
Ask players with relevant lived experience to complete real tasks, observe their strategies, and decide which findings block release.
Selected resources
The six resources combine cross-platform advice, platform-specific guidance, visual diagnostics, and alternative-input practice. Use them to build a project risk register, not a mechanical scorecard.
Reference
Tiered checklist of basic, intermediate, and advanced game accessibility practices
The reference covers motor, cognitive, visual, hearing, speech, and language barriers with examples of improvements for game design and testing.
Reference
Bring accessibility into game design through testable criteria
Microsoft's game-accessibility guidance, developed with disabled players and industry experts, covers more than twenty areas including text, color, input, captions, difficulty, and communication.
Reference
Describe usable accessibility features with a shared tag vocabulary
An industry-backed open tag system providing player descriptions, developer requirements, and display guidance for auditory, gameplay, input, visual, and communication features.
Tool
Check text and interface contrast from any screen pixels
TPGi's free desktop tool samples foreground/background colors, computes WCAG contrast, and simulates color-vision differences.
Tool
Preview what players with color-vision impairments see
An open-source full-screen color-vision simulator that runs independently of art and engine tools on Windows, macOS, and Linux.
Learning
Learn motor-accessibility design through practical player scenarios
A free developer resource from SpecialEffect using concise videos and examples to explain remapping, hold alternatives, sensitivity, aim assistance, and other motor-accessibility topics.