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How to build accessibility in from the start

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Chapter 26 of 26 · Prototyping, testing and accessibility
← The growth course
1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Plan controls, text, colour, sound and comfort options as part of the design, and build them once your code is stable. Every option you skip shuts out players who would otherwise love your game.

2 Key takeaways

  • Treat accessibility as a pillar, and build the options when your code is near final. Too early, the code gets thrown out. Too late, retrofitting is a nightmare.
  • Let players reshape the controls: remap, toggle, shortcut and automate. Remapping alone does not solve motor needs.
  • Make text and subtitles large, plain and player-adjustable. Text size is where games most often fail.
  • Never carry critical information by colour alone or sound alone. Adding a second cue removes the problem instead of patching it.
  • Give players switches for motion and flashes, and more than one way through a puzzle. No single fix works for everyone.

This is not the time to keep up your brand identity, this is the time for clarity.

Mark Brown, Game Maker's Toolkit

2.1 Plan it into the schedule

Commit on day one, build options near final code
Deciding early keeps the work from being cut at a deadline. Waiting until the code settles keeps it from being rebuilt.

Accessibility survives only if you decide early that it matters, and time its build and its cost.

  • Make accessibility a core design pillar. Forza Horizon 5's creative director explained that the team did this Mark Brown, Game Maker's Toolkit9:38.
    • A pillar means every system gets considered for accessibility.
    • It also means the work is not cut when a deadline looms.
    • The result is that Forza Horizon 5 ships with a huge number of features.
  • Design input for every device from day one. Word Play was built to work across mouse, controller, keyboard and touch Mark Brown, Game Maker's Toolkit0:22.
    • This made the spelling experience work seamlessly everywhere.
    • It shipped on PC, Mac and Steam Deck, and an iPad was used for playtesting.
  • Build the options once the code is near final. Mark chose the point where the character code was hopefully final Mark Brown, Game Maker's Toolkit9:09.
    • His pass added remappable controls, toggle aiming, low sensitivity snap aim, and switches for particles, trails and screen shake.
    • Too soon, and code and ideas are thrown out constantly. Too late, and retrofitting is a nightmare.
  • Save every option in one place and read it in every level. Mind Over Magnet uses a single options manager that saves to disk Mark Brown, Game Maker's Toolkit1:20.
    • Choices like aim toggle, remapping, magnet colour and accessibility symbols then persist across the whole game, not just a test level.
    • Expect a cost. Mark dropped one option because it added too much junk to an already messy, oversized script Mark Brown, Game Maker's Toolkit10:21.

2.2 Controls players can reshape

Let players move, soften or replace any input that demands grip, force, speed or precision.

2.3 Text and subtitles people can read

Make every line of text big, plain, complete and under the player's control.

2.4 Colour and visual clarity

Never let colour be the only signal
A second cue such as a symbol, shape or animation removes the problem rather than patching it with a filter.

Design so colour is never the only signal, then let players adjust what remains.

  • Add a second cue to anything that relies on colour. Shapes, symbols, shading or animation remove the problem instead of patching it Mark Brown, Game Maker's Toolkit3:11.
    • Check HUD elements, alerts, enemy types, crosshairs, explosive barrels, loot rarity, damage indicators and waypoints.
    • Give each base colour a unique symbol and combine them for mixtures, as Chromagun does. Keep them in an optional mode so they do not clutter the screen for everyone Mark Brown, Game Maker's Toolkit4:34.
    • Mind Over Magnet's green and orange buttons were nearly indistinguishable with some types of colour blindness Mark Brown, Game Maker's Toolkit3:39.
    • After feedback, Mind Over Magnet added a plus and a minus that show where the magnet will sail Mark Brown, Game Maker's Toolkit9:43.
    • Among Us patched in symbols so colourblind players could complete colour-based tasks, and Lair of the Clockwork God lets players disable its colour puzzles Mark Brown, Game Maker's Toolkit8:02.
  • Pick colours that survive, and let players swap the rest. Blue and orange stand apart for all three major types of colour blindness Mark Brown, Game Maker's Toolkit5:54.
    • Strong light and dark contrast also works, and black and white are visible to everyone.
    • Where you cannot design around colour, let players change team and enemy colours, and show the change on the options screen itself Mark Brown, Game Maker's Toolkit5:09.
    • Battlefield 1 lets players swap squad, enemy, team and opposing colours, because red and green clash for deuteranopia and green and blue merge for tritanopia Mark Brown, Game Maker's Toolkit5:09.
    • Splatoon lets players lock team colours to light orange and dark blue on their own console only Mark Brown, Game Maker's Toolkit7:16.
    • Mind Over Magnet ships its magnet in black and white and tints it in code, so players can pick any colours Mark Brown, Game Maker's Toolkit9:43.
  • Let players cut visual noise and boost what matters. In busy games like Hades, it can be hard to know what is happening Mark Brown, Game Maker's Toolkit7:49.
    • Offer sliders for key elements, such as UI opacity in Dirt 5, loot brightness in DOOM Eternal and crosshair colour in Valorant.
    • Spider-Man and The Last of Us have shader modes that wash out the background and highlight characters in colours the player picks.
    • Mind Over Magnet lets players swap its sewer art for the plain grid from the rough draft Mark Brown, Game Maker's Toolkit7:37.
  • Test colour with filters and with colourblind players. Run the game through a simulation and check whether critical information is lost Mark Brown, Game Maker's Toolkit2:11.
    • Color Oracle is a static tool and Sim Daltonism works in real time.
    • Unreal Engine includes filters by default, Unity has plugins, and playtesting with colourblind gamers is better still.

2.5 Sound that does not stand alone

Give every sound that drives a decision a visual twin, and let players talk without a voice.

  • Pair every important audio cue with a visual one. Without sound, a player is completely screwed if the cue is audio only Mark Brown, Game Maker's Toolkit7:12.
    • Call of Duty pairs its grenade bark with a clear visual cue.
    • Ghost of Tsushima can mark incoming ranged attacks with an icon Mark Brown, Game Maker's Toolkit6:16.
    • Overwatch's ultimate lines like "it's high noon" have no subtitle or visual cue, and Metal Gear Solid V's unsubtitled "Grenada!" shout has the same problem.
    • Resident Evil 2 gave no visual footstep cue, and CanIPlayThat called it virtually unplayable early on for deaf and hard of hearing players Mark Brown, Game Maker's Toolkit1:35.
  • Caption nearby sounds with direction and distance. Far Cry 6 captions nearby audio sources with an arrow and a distance Mark Brown, Game Maker's Toolkit4:21.
  • Let multiplayer teammates share information without audio. Apex Legends' ping system pairs a subtitled voice line with a visual indicator Mark Brown, Game Maker's Toolkit2:31.
    • Pings can mark areas, enemies and objects.
    • Apex can also turn text chat into voice and voice chat into text.
  • Narrate the menus so blind players can start the game. Menu narration is a powerful feature that many games now include Mark Brown, Game Maker's Toolkit4:52.
    • Some games turn it on by default so players can reach the settings unaided.
    • Forza Horizon 5, Age of Empires IV, It Takes Two, Far Cry 6, Riders Republic, Battlefield and Back 4 Blood all have it.
    • Day of the Tentacle's audio signposting is easy to miss when you cannot always hear it a second time Mark Brown, Game Maker's Toolkit7:36.

2.6 Comfort, clarity and difficulty

Motion sickness comes from eyes and ear disagreeing
Each toggle removes one source of camera movement the body never feels, and smooth transitions help even by default.

Give players switches for motion and flashes, and make the game forgiving to learn and to solve.

2.7 Where designers disagree

Some choices depend on timing and product, and a few popular fixes work for only some players.

  • Pillar from day one, or options near the end of the build?
  • Full-screen colourblind filters, or targeted palettes?
    • Filters are hard to get right and often make the game look bizarre. Settings should only make vital information clear Mark Brown, Game Maker's Toolkit6:20.
    • Separate palettes for deuteranopia or protanopia, for tritanopia, and for black and white avoid that, because one recolour will not suit everyone Mark Brown, Game Maker's Toolkit5:36.
    • Overwatch's filters help some players but leave many with a game that looks "utterly bonkers", and Doom's deuteranopia mode just shows what the game looks like with that deficiency Mark Brown, Game Maker's Toolkit6:20.
  • Name the speaker on every line, or colour the dialogue?
    • God of War puts the speaker's name on every line, which works but enlarges the subtitles and adds redundant reading Mark Brown, Game Maker's Toolkit5:45.
    • Rise of the Tomb Raider names a character once and then colours their dialogue, which is cleaner.
    • Guardians of the Galaxy and Hitman 3 show other routes: speaker names with big text, or a speech bubble over the speaker's head Mark Brown, Game Maker's Toolkit3:36.
  • Subtitles on by default, or a choice before the game begins?
  • Remove puzzle hints, or keep them under player control?
    • Spoken hints can help players with cognitive impairments who would otherwise be locked out, so the better answer is giving players control over them rather than removing them Mark Brown, Game Maker's Toolkit1:37.

Sources

Part of Prototyping, testing and accessibility in the growth library.