Accessibility and UX
Practical frameworks for controller-based games that more people can play and enjoy.
Core Principle: Accessibility is Design
Accessibility isn't extra work—it's good design. Features that help disabled players often improve experience for everyone.
Controller Design
Button Mapping Principles
| Principle | Example |
|---|
| Primary actions on face buttons | Jump = A, Attack = X |
| Modifiers on shoulders | Sprint = L1, Aim = L2 |
| Menu on Start/Options | Pause, inventory |
| Movement on left stick | Always |
| Camera on right stick | When applicable |
Controller Template
CONTROLLER LAYOUT
LEFT RIGHT
L2: _________ R2: _________
L1: _________ R1: _________
D-Pad: Face:
Up: _______ Y: _______
Down: _____ A: _______
Left: _____ B: _______
Right: ____ X: _______
Left Stick: _______ Right Stick: _______
L3 (click): _______ R3 (click): _______
Start: _______ Select: _______
Remapping Checklist
Difficulty Options
Difficulty Spectrum
| Approach | Description | Accessibility |
|---|
| Single difficulty | One experience | Low |
| Presets | Easy/Normal/Hard | Medium |
| Granular options | Individual sliders | High |
| Assist modes | Specific helpers | Very High |
Granular Options Template
| Option | Range | Default |
|---|
| Damage taken | 50-200% | 100% |
| Damage dealt | 50-200% | 100% |
| Enemy aggression | Low-High | Normal |
| Timing windows | Generous-Strict | Normal |
| Auto-aim strength | Off-Strong | Light |
Assist Modes
| Assist | Helps With | Implementation |
|---|
| Invincibility | Can't die | No damage taken |
| Skip encounter | Stuck on fight | Button to bypass |
| Auto-complete QTE | Reaction time | Always succeeds |
| Increased coyote time | Precision | More forgiving jumps |
| Contrast mode | Visibility | High contrast colors |
Visual Accessibility
Colorblind Modes
| Type | Population | Solution |
|---|
| Protanopia (red) | ~1% male | Avoid red/green distinction |
| Deuteranopia (green) | ~6% male | Avoid red/green distinction |
| Tritanopia (blue) | ~0.01% | Avoid blue/yellow distinction |
Solutions
Text Readability
| Element | Minimum | Recommended |
|---|
| Body text | 18pt | 24pt |
| Headers | 24pt | 32pt |
| HUD elements | 20pt | 28pt |
| Contrast ratio | 4.5:1 | 7:1 |
Audio Accessibility
Subtitles and Captions
| Feature | Description |
|---|
| Subtitles | Dialogue text |
| Closed captions | All audio described |
| Speaker names | Who is speaking |
| Direction indicators | Where sound comes from |
Audio Options
Motor Accessibility
One-Handed Play
Reduced Input
Information Design
HUD Hierarchy
CRITICAL (always visible)
├── Health
├── Current objective
└── Immediate threats
IMPORTANT (visible when relevant)
├── Resources
├── Minimap
└── Active effects
OPTIONAL (toggle or menu)
├── Detailed stats
├── Quest log
└── Full map
Information Checklist
Menu Design
Menu Navigation
| Best Practice | Reason |
|---|
| D-pad navigation | Precise, accessible |
| Clear current selection | Know where you are |
| Back button always works | Easy escape |
| Confirm = A/X | Convention |
| Cancel = B/Circle | Convention |
Settings Checklist
Quick Accessibility Audit
Must Have
Should Have
Nice to Have
Additional Resources
Reference Files
references/controller-mapping.md — Detailed controller templates
references/difficulty-options.md — Granular difficulty design
references/accessibility-checklist.md — Full audit checklist
Related Skills
player-psychology — Understanding player needs
game-balance — Difficulty design