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emi_rpg
22 days ago•
Gaming

Produce a thorough accessibility audit checklist for a shipping game

Claude Sonnet 4.6
text output
#accessibility
#game-audit
#certification
#inclusive-design
#qa
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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.

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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.

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