H. Idris / Game UI/UX Designer

Game UI accessibility: the settings players actually ask for

Most accessibility complaints about games are complaints about the interface, and most of them are cheap to prevent and expensive to retrofit. This is what to build in while the screens are being designed, in the order that helps the most players per hour of work.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

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Accessibility work has a reputation for being a large, specialist, late-stage project. Most of it is not. The majority of what players ask for is decided at the moment somebody chooses a text size, a colour for a state, or whether an important cue exists anywhere except in audio. Those decisions cost nothing while the screen is being drawn and cost a rebuild afterwards.

Start with what players actually request

Accessibility covers a wide field, but the requests that recur in reviews, forums and refund reasons are a short list, and they are all interface work.

  1. Bigger text, especially subtitles and HUD numbers.
  2. Subtitles that are readable, with a background, speaker names, and a size control.
  3. Not relying on colour alone to tell one thing from another.
  4. Full control remapping, including sticks, and alternatives to holding a button.
  5. Turning off camera shake, motion blur and screen flash.
  6. A visual equivalent for important sounds.

Everything below is one of those six done properly. If you only do the first three, you have covered a large share of the complaints a shipped game receives.

Text size: the highest value per hour of work

This is the most requested accessibility feature in games and one of the cheapest, provided the layout was built to allow it. It is expensive only when text sits in fixed-size boxes that were measured against English strings at one size.

  • Set a floor for your default. If your body text is not comfortable at real playing distance, a scale option is a workaround for a bad default, and most players never open settings.
  • Build containers that grow. Panels that size to their content, lists that scroll, buttons that stretch. This is the same discipline that makes a game survive localisation, and it is the work that makes the setting possible at all.
  • Offer at least three steps, roughly 100, 125 and 150 percent, and check the largest one on every screen rather than on one.
  • Scale the whole interface, not only the type, where you can. Icons and touch targets have the same problem, particularly on handhelds and mobile.
  • Never solve it by shrinking the line spacing. Dense text at a large size is harder to read than the small version was.

Subtitles: the default is the design

Subtitles are used by far more people than need them, in noisy rooms, on mute, in shared spaces, and in a second language. They are also the single most commonly criticised interface element in modern games, almost always for the same handful of reasons.

Get this rightBecause
A background plate or scrim behind the textSubtitles sit over gameplay, which is the worst possible background: bright, dark and moving within one line
Speaker names when more than one character talksWithout them, overlapping dialogue becomes unattributable
A size control, and a generous defaultThe default is what most players will ever see
Line length capped, around two lines at a timeLong lines force the eye across the screen and away from the game
Important non-speech audio captionedA door opening behind the player is information, not ambience
Consistent position, out of the actionSubtitles that move between scenes cost the player the line they were reading

Colour is never the only channel

Roughly one man in twelve has some form of colour vision deficiency, and even players with typical colour vision lose saturation on a badly calibrated television, on a phone in sunlight, or in a bright level. Colour is a reinforcement, not a carrier.

  • Pair every colour cue with a second signal: a shape, an icon, a position, a label, a pattern. Red and green enemy markers become a circle and a diamond that also happen to be red and green.
  • Test by desaturating a screenshot. Anything that becomes ambiguous in greyscale is encoding meaning in colour alone. This takes ten seconds and finds most of the problem.
  • Colourblind modes are not a filter. Shifting the palette helps some players and breaks others. Re-encoding with shape helps everyone, including the ones who never open settings.
  • Let players pick the important colours where a game depends on them heavily, such as team colours, threat indication and rarity tiers.
  • Do not use red and green as the only difference between success and failure. It is the most common failure case and the most avoidable.

Contrast, in a moving image

Web accessibility uses measurable contrast ratios, commonly 4.5:1 for body text and 3:1 for large text. Games are not bound by those numbers and they remain a useful floor, with one complication: a web page's background sits still, and a game's does not.

  • Give elements their own contrast. A scrim, an outline, a shadow or a low-opacity plate means legibility does not depend on what the camera is pointing at.
  • Test against the worst background you ship, which is usually the snow level, the explosion, or the white skybox, not the grey box scene.
  • Check at the settings players actually use: low brightness, battery saver, an uncalibrated TV, and a phone outdoors.
  • Beware of thin type over texture. A light weight at a small size is the first thing to disappear, and it is the most common casualty of a stylish design.

This overlaps almost entirely with plain HUD quality. Several of the items in seven HUD mistakes are accessibility failures that happen to hurt everybody.

Motion, flashing and comfort

Motion effects are art direction for some players and a physical problem for others: nausea, migraine, and in the case of flashing, a seizure risk. These are toggles, they are cheap, and they need to be findable.

  • Camera shake, motion blur, depth of field, chromatic aberration and film grain should each be separately switchable. Bundling them into one "effects" toggle forces a player to lose four things to fix one.
  • Avoid rapid full-screen flashing. The widely used guidance is to stay under three flashes per second, and to be more careful still with large, high-contrast, red flashes. A photosensitivity warning at first launch is standard practice and is not a substitute for the setting.
  • Offer reduced interface animation. Fast, subtle transitions instead of large sweeping ones, and no parallax that moves with the camera.
  • In VR this is not optional. Comfort settings are the difference between a playable product and a sick player, and are covered in VR UI/UX design.
  • Respect the platform's reduce-motion setting where one exists, particularly on mobile.

Input: remapping, holds and timing

Input accessibility is mostly engineering, but two parts of it are squarely design decisions, and both get decided on a settings screen that a designer draws.

  1. Full remapping, including sticks and triggers. Partial remapping, where some actions are locked, is the version that generates complaints. A remapping screen is genuinely hard to design well, because it has to show conflicts, defaults and per-device layouts at once. Budget a real screen for it, not a list.
  2. Hold versus tap. Any held input should have a toggle alternative, including held-to-run, held-to-interact and held-to-confirm. This is one setting and it makes a game playable for a large group of people.
  3. Timed inputs and rapid presses. Offer an alternative for quick-time events and mashing, either a slower window or a single press.
  4. Do not punish the remap in your prompts. If a player rebinds confirm, every glyph in the game has to follow, which is the action-bound prompt system described in designing game UI for controllers.

Every important sound needs a visual twin

If a sound tells the player something they need, and there is no way to see it, then that information does not exist for a deaf or hard-of-hearing player, or for anyone playing muted on a train.

  • Damage direction indicators for anything that hits you from off-screen.
  • Visual cues for proximity, footsteps and alerts in games where audio carries stealth or threat.
  • On-screen confirmation for anything that only beeps: a purchase, an error, a low-resource warning.
  • Mono audio and separate volume sliders for music, effects, dialogue and interface, which is an audio feature but lives on your settings screen.
Every cue that exists in only one sense is a cue some of your players never receive.

The settings screen is itself an accessibility feature

All of this is delivered through one screen, and that screen is routinely the least designed in the game. If a player cannot find the subtitle size control, it does not matter that you built it.

  • Group by what the player wants, not by engine system. "I cannot read this" should lead somewhere obvious.
  • Put accessibility options where they are visible, including a first-launch prompt offering text size, subtitles and motion. Asking early costs one screen and reaches the players who need it before they struggle.
  • Show the effect live. A subtitle size preview that updates while the slider moves saves four trips out to gameplay.
  • Describe what each option does in a line of plain language. Names alone are guesswork.
  • Make the settings reachable from everywhere, including the pause menu and the first launch, and readable with the defaults you shipped.

What it costs, and when

FeatureDuring designAfter a hundred screens are built
Text scalingAlmost free: containers that growLayout rework on every screen with fixed boxes
Colour plus shape encodingFree: an icon choiceNew icon set, plus re-export and re-integration
Subtitle plate and size controlHalf a dayHalf a day, plus renegotiating every cutscene layout
Motion togglesEngineering, smallEngineering, small. This one stays cheap
Full remapping screenOne screen in the planOne screen, added late, usually to a locked settings layout
Audio cues given visual twinsDesign-time decision per systemNew HUD elements retrofitted into a finished HUD

The pattern is consistent: nothing here is expensive, and almost everything gets more expensive the later it is decided. That is the whole argument for treating accessibility as part of the design brief rather than a phase.

Where the pressure is coming from

Accessibility used to be optional. It is drifting towards expected, from three directions at once.

  • Platform holders publish accessibility guidance and check parts of it in certification, and they surface accessibility features on store pages.
  • Publishers and funds increasingly include an accessibility checklist in their requirements, and it lands on the UI team.
  • Regulation is tightening in some markets, particularly around communication features and digital services. If you are shipping commercially in the EU or the US, this is worth a specific question to whoever handles your compliance rather than an assumption either way.
  • Players notice. Accessibility features get mentioned in reviews, in store tags and in coverage, and their absence gets mentioned louder.

A one-hour audit

No specialist tools. Run it on your current build and it will find most of the common failures.

  1. Screenshot five screens and desaturate them. What became ambiguous?
  2. Play thirty seconds muted. What did you stop knowing?
  3. Sit at real playing distance. Which text can you not read?
  4. Turn the brightness to 30 percent and repeat.
  5. Open settings. Time how long it takes to find subtitle size. Over fifteen seconds is a fail.
  6. Turn subtitles on and watch a scene over a bright background.
  7. Check whether every held input has an alternative.
  8. Look for any full-screen flash. Count the flashes per second.
  9. Try to complete the first ten minutes without using colour to make a single decision.
  10. Remap confirm to a different button and check whether the prompts followed.
What are the most important accessibility features for a small indie game?

Text size, subtitles with a background plate, never encoding meaning in colour alone, remappable controls, and toggles for camera shake and flashing. Those five cover the large majority of the requests a shipped game receives, and all of them are cheap if decided during design.

Do games have to follow WCAG?

WCAG was written for web content and games are not generally bound by it, but its contrast ratios are a useful floor for interface text, and its underlying principles transfer well. The games-specific reference most studios use is the Game Accessibility Guidelines, which is organised by cost and impact rather than by compliance.

How much does an accessibility pass cost?

As a design pass on an existing game, a review plus a prioritised fix list is typically a few days, and implementing the interface-side fixes is usually one to three weeks depending on how much layout has to change. Built in from the start it is closer to a rounding error, which is the argument for doing it then. General pricing logic is in the cost article.

Does accessibility make a game look worse?

No, though it does constrain some choices, mostly thin type at small sizes, low-contrast palettes and meaning carried by colour alone. Those constraints tend to improve the interface for every player, since they are the same things that fail on a television, on a phone in daylight and in a bright level.

Should accessibility options be on by default?

The safe defaults should be on: readable text, subtitles on for story-heavy games, no unavoidable flashing. Options that change the game's feel, such as reduced motion or high-contrast modes, are better offered clearly at first launch than forced. Assume most players never open a settings menu at all.

What is the difference between a colourblind mode and good colour design?

A colourblind mode changes the palette, which helps some conditions and can hurt others, and only reaches players who find and enable it. Good colour design encodes meaning in shape, position or label as well as colour, so nothing depends on the mode. Build the second, then add the first if your game leans heavily on colour.

We already shipped. Where do we start?

Run the one-hour audit above, then rank the findings by players affected against work required. In almost every game I have reviewed, the top three are text size, subtitle legibility and a colour cue with no second channel, and all three are fixable in a patch rather than a sequel.

Hadjoudj Idris

Game UI/UX Designer, Remote, worldwide

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