Creators and Access

Accessibility in Games

How games are made usable for players with different needs.

Assist Modes Versus Difficulty Levels

How adjustable assist modes differ from simple easy, normal and hard settings, what each can change, and why some players want one without the other.

4 min read

Audio Cues and Playing Without Sight

How sound, speech and vibration can carry the information a screen normally shows, and what designers do so blind and low-vision players can follow a game.

4 min read

Clear Game Interfaces and Readability

How menus, icons, text size, contrast and layout affect whether players can read and use a game, and the common choices designers make to keep screens clear.

5 min read

Colorblind Modes Explained

What colorblind modes in games actually change, how color filters differ from added symbols and patterns, and why color should never be the only signal.

5 min read

Subtitles and Captions in Games

How game subtitles and captions differ, what makes on-screen text readable during play, and the design choices around size, contrast, speaker names and sound labels.

5 min read

Why Some Games Cause Motion Sickness

A general explanation of why camera movement, field of view and frame rate can make some players uncomfortable, and which settings designers offer to help.

5 min read

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