Resources for accessible game development
Start here if you are making a game and want blind and visually impaired players to understand menus, navigate, play, save, change settings, and get help without sighted assistance.
Recommended workflow
- Use the “Start here” guidelines when defining requirements and acceptance criteria.
- Plan accessibility for user experience, audio, input, menus, tutorials, saving, and settings before production.
- Implement semantic menu navigation, screen reader or built-in narration, clear audio cues, remapping, and adjustable presentation.
- Test with screen readers, keyboard/controller input, assistive technology, and blind or visually impaired players throughout development.
- Describe features clearly on store pages and in patch notes so players know whether the game fits their needs.
Start here: core principles for games
A strong first stop for producers, designers, developers, and QA. The guidance is grouped as basic, intermediate, and advanced, with concrete examples for menus, text, audio, input, difficulty, and more.
Language: English. Source: Game Accessibility Guidelines project. Verified: 13 May 2026.
Official developer guidance with goals, scoping questions, implementation criteria, and test points. Especially useful for text display, contrast, additional channels for visual/audio cues, screen narration, input, and game flow.
Language: English. Source: Microsoft Learn. Verified: 13 May 2026.
A practical resource from the Royal National Institute of Blind People about games for blind and partially sighted players. The devkit covers menu narration, high contrast, scalable UI, haptics, audio cues, audio aiming, and stereo audio.
Language: English. Source: RNIB. Verified: 13 May 2026.
Design and planning
APX gives teams a shared design language for finding barriers early, before fixes become expensive. Use the patterns during concept work, feature reviews, and sprint planning, not only as a final audit.
Language: English. Source: AbleGamers / Accessible Games. Verified: 13 May 2026.
Player and reviewer perspectives on common barriers, including a dedicated guide for blind and low-vision players. Useful when the team needs to understand why a feature must work in practice, not merely exist in a menu.
Language: English. Source: Can I Play That? Verified: 13 May 2026.
Implementation: narration, menus, input, and audio
Official Unity documentation for exposing semantic structure to native screen readers. Use it when UI Toolkit, uGUI, or custom interfaces need to be focused, announced, and activated without sight.
Language: English. Source: Unity Manual. Verified: 13 May 2026. Note: Check the Unity version your project uses.
Official Unreal documentation for screen reader support in UI, UMG, and Slate. Relevant for menus, settings, and other surfaces where players need names, roles, states, and actions to be announced.
Language: English. Source: Epic Developer Community. Verified: 13 May 2026. Note: The documentation marks the feature as experimental in the current version.
WCAG is not a complete game recipe, but it is useful for launchers, account pages, store flows, web-based menus, contrast, focus order, keyboard operation, and text alternatives.
Language: English. Source: W3C. Verified: 13 May 2026.
Testing and QA
A free screen reader QA can use for basic testing of Windows menus, launchers, and UI connected to platform accessibility APIs. Test with real keyboard and controller flows, not only with a mouse.
Language: English and multiple languages in the application. Source: NV Access. Verified: 13 May 2026.
JAWS is a widely used commercial Windows screen reader. Use it alongside NVDA when testing important PC flows, especially if your audience uses professional screen reader setups.
Language: English. Source: Freedom Scientific. Verified: 13 May 2026.
A short, practical introduction to what screen reader testing can and cannot prove. Useful for QA teams that need realistic expectations before testing with blind players.
Language: English. Source: WebAIM. Verified: 13 May 2026.
Official documentation for VoiceOver on Apple platforms. Use it together with your engine’s accessibility support when menus, mobile interfaces, or companion apps need to work for blind and low-vision users.
Language: English. Source: Apple Developer Documentation. Verified: 13 May 2026.
Official Android guidance for accessible app interfaces, testing, and tools. Relevant for mobile games, launchers, account systems, purchase flows, and touch-based menus.
Language: English. Source: Android Developers. Verified: 13 May 2026.
Official overview of PlayStation features and Accessibility Tags. Use it to understand how players find information about accessibility features before purchase.
Language: English. Source: PlayStation. Verified: 13 May 2026.
An industry initiative with accessibility tags that can make store information easier to understand. Useful for producers and marketing teams when features must be described clearly and consistently.
Language: English. Source: Accessible Games Initiative. Verified: 13 May 2026.
A professional group and network for developers working on game accessibility. The older SIG guidelines still exist, but should be treated as historical; use the newer guidance above for concrete requirements.
Language: English. Source: IGDA Game Accessibility SIG. Verified: 13 May 2026.
A conference about accessibility for disabled players. The archive and programme are useful for teams that want to learn from real production experience and player perspectives.
Language: English. Source: GAconf. Verified: 13 May 2026.
A collaboration partner and public catalog for community-built accessibility mods. Relevant when a game is not accessible enough on its own, but can become playable with screen reader support, audio cues, controller support, or other mod-based help.
Language: English. Source: Accessibility Mods. Verified: 15 May 2026. Note: Mods require the player to own the original game from an official store.