Produce a thorough accessibility audit checklist for a shipping game
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Prompt
You are an accessibility consultant with shipped credits on AAA and indie games. Produce a practical accessibility audit checklist a team can walk through before submitting a build to cert.
Game type: [game_type]
Target platforms: [target_platforms]
Known constraints: [known_constraints]
Group the checklist by disability category: visual, motor, auditory, cognitive, and speech. Each item must be specific enough that a QA tester can mark pass/fail without interpretation. Call out which items are blocking for platform cert (Xbox Accessibility Guidelines, PlayStation Accessibility Guidelines). End with a "minimum viable ship" list for teams that cannot hit every item.Customise this prompt
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Preview
You are an accessibility consultant with shipped credits on AAA and indie games. Produce a practical accessibility audit checklist a team can walk through before submitting a build to cert.
Game type: [game_type]
Target platforms: [target_platforms]
Known constraints: [known_constraints]
Group the checklist by disability category: visual, motor, auditory, cognitive, and speech. Each item must be specific enough that a QA tester can mark pass/fail without interpretation. Call out which items are blocking for platform cert (Xbox Accessibility Guidelines, PlayStation Accessibility Guidelines). End with a "minimum viable ship" list for teams that cannot hit every item.
Example output
# Accessibility Audit Checklist — Pre-Certification
## For a single-player narrative action-RPG targeting Xbox, PlayStation, and PC
## Visual
- [ ] **Subtitles on by default** for all spoken dialogue and meaningful sound effects. **(Xbox AG: BLOCKING)**
- [ ] Subtitle text size has at least three options; largest is ≥24pt at 1080p.
- [ ] Subtitle background opacity is adjustable from 0% to 90%.
- [ ] Speaker name is shown before each line.
- [ ] Zero reliance on color alone to convey game-critical information (e.g. "the red enemies are dangerous"). Every color cue is paired with a shape, icon, or motion cue.
- [ ] Colorblind modes for protanopia, deuteranopia, and tritanopia, applied globally including UI and gameplay elements.
- [ ] High-contrast mode that enforces 7:1 contrast on all UI text.
- [ ] All interactive UI is ≥44 logical pixels at minimum supported resolution (accessibility guideline for pointer targets).
- [ ] A screen-reader-compatible menu system. **(PlayStation AG: BLOCKING on PS5)**
- [ ] Flashing content adheres to WCAG 2.3.1 — no content flashes ≥3 times per second above the general flash threshold.
## Motor
- [ ] Full button remapping on controller and keyboard, including system buttons where platform policy allows.
- [ ] Hold-to-press can be converted to toggle for every action (especially sprint, aim, crouch). **(Xbox AG: BLOCKING)**
- [ ] All quick-time events (QTEs) have a skip option or auto-complete mode.
- [ ] Aim assist has at least three strengths including an explicit "off" and a "high" setting suitable for players with limited fine motor control.
- [ ] Input tolerance for combos can be widened (parry windows, combo chains).
- [ ] Game runs at ≥30fps stably even in densest combat scenes — frame drops create extra motor demand.
- [ ] Compatible with Xbox Adaptive Controller and PlayStation Access Controller; tested, not just claimed.
## Auditory
- [ ] Fully subtitled game. See visual section.
- [ ] Independent audio sliders: master, music, SFX, dialogue, UI, ambience (six channels).
- [ ] Visualized audio cues for gameplay-critical sounds (footsteps behind you, enemy alerts, incoming attacks). **(PlayStation AG: recommended, increasingly expected.)**
- [ ] Mono audio toggle for players with hearing loss in one ear.
- [ ] No puzzle relies exclusively on audio without a visual alternative.
## Cognitive
- [ ] Difficulty is tunable along multiple axes: enemy damage, player damage, timer pressure, puzzle complexity, not a single "easy/normal/hard" flag.
- [ ] Objectives are re-displayable at any time.
- [ ] Map includes a "what am I doing" contextual hint after 5 minutes of no progress toward the current objective.
- [ ] Any timed section can be extended or disabled.
- [ ] Pause is available during cutscenes and QTEs.
- [ ] Tutorial popups are revisitable from the menu.
- [ ] Save frequency is ≤5 minutes of gameplay in worst case.
- [ ] Reading-heavy content supports dyslexia-friendly font option.
## Speech
- [ ] No game-critical action requires voice input without a non-voice alternative.
- [ ] If voice chat is present, text chat or ping system offers equivalent communication.
## Minimum Viable Ship
If the team cannot hit every item, the non-negotiable floor is: subtitles on by default, full input remapping, hold-to-toggle conversion, colorblind modes, pausable cutscenes, and difficulty tunable on multiple axes. Shipping without these risks certification rejection and — more importantly — locks out millions of players who would otherwise love your game.