| name | Accessibility and UX |
| description | This skill should be used when the user asks about "accessibility", "control scheme", "controller mapping", "difficulty options", "colorblind", "UI design", "UX", "user experience", "menu design", "information hierarchy", "readable text", "controller remapping", or needs to make their game more accessible and user-friendly. |
| version | 1.0.0 |
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