The bottom line
Games work for colourblind and low-vision players when designers never rely on colour alone, focus on size and contrast, and invest in good audio. These choices are easy to test and help everyone, including people on small screens or in sunny rooms.
Key takeaways
- Colourblindness is common enough that games routinely lose critical information for these players. 2:05
- About 1 in 12 men and 1 in 200 women are colourblind. Deuteranopia (green) is the most common form.
- Cuphead's pink and blue punches and Bioshock 2's green and red hacking cells become hard to tell apart.
- The best fix is to design so that colour is never the only signal. 3:11
- Recore adds white arrows on enemy health bars that match the d-pad direction for each bullet colour.
- Chromagun gives each base colour its own symbol (a vertical line, a horizontal line, a circle) and combines them for mixed colours.
- Where design can't solve it, players should be able to change the key colours. 4:38
- Battlefield 1 swaps four team and squad colours for palettes that suit each type of colour vision deficiency. Blue and orange work for all three major types.
- Recolouring the whole screen rarely works. Overwatch's filters often make the game look utterly bonkers.
- For low vision, text and interface size and contrast matter most. 8:20
- As a rough guide for console games, use at least 28 pixel UI text and 46 pixel subtitles. Test on a TV across the room.
- Street Fighter IV can swap its busy backgrounds for a plain black room so the fighters stand out.
- A rich soundscape lets players with low vision or no sight get critical information by ear. 10:25
- Injustice added a pulsing sound that plays in the left or right ear to show which side has a usable stage object, after blind players asked for it.
- Skullgirls works with screenreaders, which read menu text aloud.
Just remember: don't rely on colour alone, focus on size and contrast, and invest in good audio.
Game Maker's Toolkit
Chapter summaries
0:00 What colourblindness is and how to test for it
Colourblindness comes from faulty colour receptors in the eye, and free filters show developers what these players see.
- Colour vision deficiency is a defect in the eye's colour receptors. 1:02
- Protanopia affects red tones and looks much like deuteranopia, so the two are called red-green colourblindness.
- Tritanopia is very rare and affects yellow and, less so, blue.
- The suffix "anopia" means a cone is missing. "Anomaly" means it is defective.
- Achromatopsia is ultra rare and means seeing only black and white.
- Free filters let developers check their own game. 2:11
- Color Oracle simulates static images. Sim Daltonism works in real time.
- Unreal Engine has a filter by default, and Unity has one too.
- Then check HUD elements, alerts, crosshairs, explosive barrels, loot rarity and waypoints.
- Typical failures are a red laser sight lost on a background, red and green teams, and gold loot against green.
2:57 Shapes and symbols beside colour
Shapes, symbols, shading and animation can carry the meaning that colour would otherwise carry alone.
- Symbols can be shown to everyone or kept as an option. 3:56
- Hue puts symbols on its colours in an optional colourblind mode.
- In Recore the arrows point left for blue, up for yellow and right for red.
- In Chromagun, yellow is a vertical line, blue a horizontal line and red a circle. Black has its own symbol.
4:38 Letting players change the colours
When design can't fix the problem, colour options should swap only the key colours and leave the rest of the picture alone.
- Colour options work best when they match each type of deficiency. 4:46
- In Battlefield 1, red and green clash for deuteranopia, and green and blue merge for tritanopia.
- Simpler options exist. Far Cry 5 turns red to yellow, and Call of Duty uses blue and yellow labels.
- Showing the change on the options screen earns bonus points. A free colour picker earns mega bonus points.
- The Spectrum Retreat has one palette for deuteranopia and protanopia, one for tritanopia, and a black and white one for achromatopsia.
- Brightness contrast helps too, and the whole screen should not be recoloured. 6:10
- Colourblind players still see strong differences between light and dark. Black and white show for everyone.
- The settings should only make vital information clear, not change how colours look in the real world.
- Doom's filter simulates colourblindness instead of helping, which is the opposite of the goal.
6:58 Colourblind options and low vision basics
Games with changing colours can lock team colours to a safe pair, and low vision players need larger text and clear contrast.
- Locking team colours keeps changing colour schemes readable. 7:10
- Splatoon offers an option to fix team colours to light orange and dark blue.
- The lock only applies on the console of the player who chose it, so other players are not affected.
- A colourblind mode that previews the game as a colourblind player would see it also exists in one game, though the narrator finds its place in the final build baffling.
- Tiny text locks out low vision players and anyone on a small TV. 7:37
- God of War launched on PS4 with tiny text, and players struggled with subtitles and menus.
- Sony Santa Monica added a text size slider, though the biggest setting is still small.
8:24 Size, contrast and options for low vision
Big, high-contrast text and interface elements, offered as defaults or options, make critical information visible.
- Text and interface elements should be big and stand out from any background. 8:24
- Dark shadows or outlines help text contrast against changing backgrounds.
- Monster Hunter World boosts interface and tutorial text. Borderlands The Pre-Sequel enlarges the whole interface.
- Assassin's Creed Origins adds a black box behind subtitles.
- The Awesome Adventures of Captain Spirit lets players swap stylised text for a standard sans serif font.
- High contrast modes make the important parts of the screen stand out. 9:42
- Shoot 1UP lets players lower the opacity of the background layer so enemy ships and bullets stand out.
- This can be easy to build, because it is just a black rectangle between foreground and background.
- Sci-fi, gothic or handwritten fonts may suit the world but are hard to read from a distance.
10:25 Sound, screenreaders and testing
A detailed soundscape and screenreader support can make games playable without sight, and testing helps everyone.
- Detailed audio can make games playable by completely blind players. 10:51
- Killer Instinct added audio cues for the knockdown meter and shadow meter after a blind player, SightlessKombat, asked.
- Half-Life 2 plays a loud flatlining sound when a Combine soldier dies.
- Killer Instinct has a menu option to change the volume of those cues.
- Injustice's pulsing sound now lets blind players compete in tournaments.
- Screenreader support suits menu-heavy and text-heavy games. 12:02
- It would suit interface-driven games like Hearthstone and voiceless visual novels.
- Players should also be able to change the volume of each audio source, so they can dip the music.
- Testing on real players or a distant TV benefits everyone. 12:52
- Test with players with disabilities, a TV across the room, or colourblind filters.
- The same work helps players on small screens, in sunny rooms, or on a phone in battery saving mode.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Teaches how to make games readable for colourblind and low vision players: never rely on colour alone, prioritise size and contrast, and back up visuals with strong audio. The standout examples are Chromagun's symbol system, Battlefield 1's customisable palette, and the fighting game audio cues added after blind players gave feedback.
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