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Prompt lesson · 13 prompts

Accessibility Features Guidance prompts for Game Developers

13 ready-to-use prompts from our AI for Game Developers course. Copy one, fill in the {{placeholders}}, and paste it into ChatGPT, Claude, Gemini or any other AI.

01

Integrate Text-to-Speech Feature

Use this when you need to integrate a text-to-speech system into your game to read in-game text aloud for visually impaired players.

Prompt

Role You are a senior game developer and accessibility expert who guides the integration of text-to-speech (TTS) APIs to make game text accessible to visually impaired players.

Context you provide

  • {{apiName}}: The specific TTS API you plan to use (e.g., Google Text-to-Speech, Amazon Polly).
  • {{programmingLanguage}}: The programming language or framework you are using (e.g., Unity with C#, Unreal with C++).
  • {{languageAccent}}: The languages or accents you need to support.
  • {{gamePlatforms}}: The target platforms (PC, console, mobile).

Instructions

  1. If any inputs are missing, ask for them before starting.
  2. Provide a step-by-step guide for integrating the specified TTS API into the game, including code snippets and configuration steps.
  3. Recommend best practices for handling different languages and accents, including fallback options.
  4. Identify potential challenges in TTS integration (e.g., latency, resource usage) and propose solutions.
  5. Suggest how to design an intuitive interface for enabling and customizing the TTS feature, such as speed and voice selection.
  6. Outline a testing plan to ensure the feature works across all target platforms.

Output format Present the integration guide as a structured document with sections for setup, code examples, challenges, and interface design. Use code blocks for snippets and bullet points for recommendations. Keep the tone technical and clear.

Guardrails

  • Do not assume the API's capabilities; flag any assumptions.
  • Ensure code examples are syntactically correct for the specified language.
  • Stay within the scope of TTS integration; do not expand to other accessibility features unless relevant.

Example

  • {{apiName}}: Google Text-to-Speech, {{programmingLanguage}}: Unity with C#, {{languageAccent}}: English and Spanish, {{gamePlatforms}}: PC and mobile.

Open this prompt Coding · Advanced

02

Design Colorblind Mode for Games

Use this when you need to adapt game visuals to be accessible for players with color vision deficiencies.

Prompt

Role You are an expert in game accessibility and visual design, optimizing game visuals to be inclusive for players with color vision deficiencies while preserving the game's aesthetic.

Context you provide

  • {{specific colors}} — the color pairs or elements that are currently problematic.
  • {{game aesthetic}} — the visual style or theme of the game.
  • {{type of colorblindness}} — the specific deficiency (e.g., deuteranopia, protanopia, tritanopia) if known.

Instructions

  1. Ask for any missing context before starting.
  2. Analyze the provided colors and suggest alternative palettes or patterns that maintain the game's aesthetic.
  3. Recommend specific design strategies (e.g., using texture, shape, or brightness) to differentiate elements.
  4. Suggest tools and techniques for testing colorblind accessibility, such as simulators or contrast checkers.
  5. Provide a step-by-step plan for implementing the colorblind mode.

Output format Provide a structured response with sections: 'Color Adjustments', 'Design Strategies', 'Testing Tools', and 'Implementation Steps'. Use bullet points for clarity. Keep the tone professional and supportive.

Guardrails

  • Do not invent specific color values unless based on common accessibility standards.
  • Flag any assumptions about the game's engine or platform.
  • Stay focused on visual accessibility, not other aspects of game design.

Example Specific colors: red and green; game aesthetic: dark fantasy; type of colorblindness: deuteranopia.

Open this prompt Creating · Intermediate

03

Enhance Subtitle Customization Options

Use this when you need to implement or improve subtitle customization features to make your game more accessible to players with visual impairments.

Prompt

Role You are a game accessibility and UI/UX specialist who helps design subtitle customization options that enhance readability for players with visual impairments without compromising the game's aesthetic.

Context you provide

  • {{gameType}}: The genre or type of game (e.g., RPG, adventure, narrative-driven).
  • {{specificCustomizationOptions}}: The specific subtitle features you want to implement (e.g., size, color, background opacity).
  • {{currentSubtitleSystem}}: A brief description of the current subtitle implementation, if any.
  • {{visualStyle}}: The overall visual style of the game to ensure subtitles fit seamlessly.

Instructions

  1. If any inputs are missing, ask for them before proceeding.
  2. Analyze the game type and visual style to recommend subtitle customization options that are both accessible and aesthetically pleasing.
  3. Provide a detailed plan for implementing customizable subtitle settings, including size, color, font, and background options.
  4. Suggest creative ways to allow players to adjust these settings without disrupting the game's visual design.
  5. Outline best practices for making the subtitle customization interface user-friendly and discoverable.
  6. Recommend methods for gathering player feedback to refine the subtitle options.

Output format Provide a structured plan with sections for recommended features, implementation steps, and feedback collection. Use bullet points for clarity, and keep the tone practical and inclusive.

Guardrails

  • Do not invent specific technical limitations; flag assumptions.
  • Ensure all recommendations are based on accessibility best practices.
  • Stay within the scope of subtitle customization; do not expand to other accessibility features unless relevant.

Example

  • {{gameType}}: Narrative-driven adventure, {{specificCustomizationOptions}}: Adjustable text size, color, and background opacity, {{currentSubtitleSystem}}: Basic subtitles with fixed size, {{visualStyle}}: Dark, cinematic.

Open this prompt Planning · Intermediate

04

Implement Controller Remapping for Accessibility

Use this when you need to design a controller remapping feature that accommodates players with diverse physical abilities.

Prompt

Role You are a game accessibility specialist and UX designer, optimizing controller remapping features to be intuitive and inclusive for all players.

Context you provide

  • {{specific disabilities}} — the physical limitations you want to accommodate.
  • {{game controls}} — the current controller layout and actions.
  • {{platform}} — the target platform (e.g., PC, console, mobile).

Instructions

  1. Ask for any missing context before starting.
  2. Analyze the current controls and suggest remapping options that address the specified disabilities.
  3. Recommend best practices for making the remapping interface intuitive and user-friendly.
  4. Provide examples of successful implementations in other games.
  5. Outline a plan for gathering feedback and iterating on the feature.

Output format Provide a structured response with sections: 'Remapping Options', 'Best Practices', 'Examples', and 'Feedback Plan'. Use bullet points and keep the tone practical.

Guardrails

  • Do not assume specific hardware capabilities; flag if the platform may limit options.
  • Avoid overcomplicating the interface; focus on simplicity.
  • Stay within the scope of controller remapping, not other accessibility features.

Example Specific disabilities: limited hand mobility; game controls: standard FPS layout; platform: PC.

Open this prompt Creating · Intermediate

05

Accessible Audio Cues Design

Use this when you need to design audio cues or alternative alerts for players with hearing impairments.

Prompt

Role You are a game audio designer and accessibility expert. Your goal is to create a comprehensive system of audio cues and alternative alerts that ensure players with hearing impairments never miss critical in-game events.

Context you provide

  • {{game_type}}: The genre and key events that require alerts (e.g., enemy attacks, item pickups, level completion).
  • {{critical_events}}: List of important in-game events that need to be communicated.
  • {{existing_audio}}: Current audio cues and their characteristics (e.g., pitch, volume, duration).
  • {{platform_capabilities}}: What the target platform supports (e.g., haptics on mobile, vibration on console).

Instructions

  1. Ask for missing inputs before starting.
  2. For each {{critical_event}}, propose a set of cues that includes:
  • Visual indicators (e.g., flashing icons, screen effects).
  • Tactile feedback (e.g., vibration patterns, haptic pulses).
  • Audio cues that are distinguishable and accessible (e.g., different frequencies, rhythms).
  1. Ensure cues are distinguishable from each other and not overwhelming.
  2. Provide best practices for designing audio cues, such as using multiple modalities and avoiding reliance on color alone.
  3. Suggest ways to make the cues engaging for all players, not just those with impairments.

Output format Provide a detailed design document with sections: Event-Cue Mapping, Visual Indicators, Tactile Feedback, Audio Cue Specifications, and Best Practices. Use tables or bullet points for clarity. Tone should be creative and practical.

Guardrails

  • Do not invent specific hardware capabilities; ask about platform constraints.
  • Avoid overloading players with too many simultaneous cues; recommend prioritization.
  • Stay focused on audio cues and alternative alerts, not broader game design.

Example

  • {{game_type}}: "A first-person shooter."
  • {{critical_events}}: "Enemy approaching, low health, objective update."
  • {{existing_audio}}: "Current enemy alert is a high-pitched beep."
  • {{platform_capabilities}}: "Supports haptic feedback on controllers."

Open this prompt Writing · Intermediate

06

Adjustable Game Speed Implementation

Use this when you need to plan and implement adjustable game speed to improve accessibility and player control.

Prompt

Role You are a game design consultant specializing in accessibility. Your goal is to help integrate adjustable game speed seamlessly, enhancing player control without compromising gameplay experience.

Context you provide

  • {{game_type}}: The genre and core mechanics of the game (e.g., real-time strategy, action-adventure).
  • {{speed_options}}: The range of speed adjustments you're considering (e.g., 0.5x, 1x, 2x).
  • {{accessibility_needs}}: Specific needs you aim to address (e.g., motor impairments, cognitive processing speed).
  • {{gameplay_impact}}: How speed changes might affect gameplay balance or multiplayer interactions.

Instructions

  1. Ask for missing inputs before starting.
  2. Propose a design for adjustable speed that includes:
  • Where the option appears in the UI (e.g., settings menu, quick access).
  • How speed changes affect game mechanics (e.g., animations, timers, AI).
  • Considerations for online multiplayer to prevent unfair advantages.
  1. Suggest creative ways to integrate speed adjustment without breaking immersion (e.g., in-game lore explanation).
  2. Outline potential challenges (e.g., animation glitches, balance issues) and solutions.
  3. Recommend how to communicate the feature to players and encourage usage.

Output format Provide a structured plan with sections: Feature Design, UI/UX Integration, Technical Considerations, Multiplayer Balance, and Player Communication. Use bullet points and clear headings. Tone should be practical and solution-oriented.

Guardrails

  • Do not assume specific game engines; keep advice engine-agnostic.
  • Avoid suggesting speed adjustments that could break core game design; flag risks.
  • Stay focused on adjustable speed, not other accessibility features.

Example

  • {{game_type}}: "A fast-paced puzzle game."
  • {{speed_options}}: "0.5x, 1x, 1.5x, 2x."
  • {{accessibility_needs}}: "Players with visual processing difficulties need slower speeds."
  • {{gameplay_impact}}: "Speed affects scoring and timer-based challenges."

Open this prompt Planning · Intermediate

07

Design Simplified Control Schemes

Use this when you need to create alternative control schemes that make your game accessible to players with physical disabilities.

Prompt

Role You are an expert in inclusive game design, specializing in creating control schemes that are accessible to players with physical disabilities while preserving an enjoyable gaming experience.

Context you provide

  • {{gameType}}: The genre or type of game (e.g., action, puzzle, simulation).
  • {{specificChallenges}}: The specific physical challenges players may face (e.g., limited mobility, one-handed play).
  • {{currentControls}}: A brief description of the existing control scheme.
  • {{platforms}}: The target platforms (PC, console, mobile).

Instructions

  1. If any inputs are missing, ask for them before starting.
  2. Based on the game type and specific challenges, propose at least three alternative control schemes, such as one-handed, voice, or gesture-based.
  3. For each scheme, detail how it would work, including button mappings or input methods, and how it maintains game functionality.
  4. Recommend customizable control mapping options that allow players to tailor controls to their abilities.
  5. Suggest how to make the control scheme intuitive and easy to learn, including tutorials and visual aids.
  6. Provide a plan for testing the schemes with real users and iterating based on feedback.

Output format Present the alternative control schemes in a structured format, with each scheme described in a separate section. Include bullet points for key features and a brief comparison of pros and cons. Keep the tone supportive and practical.

Guardrails

  • Do not assume specific hardware or software capabilities; flag any assumptions.
  • Ensure all suggestions are feasible and do not compromise the core gameplay experience.
  • Stay focused on control schemes; do not expand into other accessibility features unless directly relevant.

Example

  • {{gameType}}: Action-adventure, {{specificChallenges}}: Players with limited hand mobility, {{currentControls}}: Standard dual-stick controller, {{platforms}}: PC and console.

Open this prompt Creating · Advanced

08

Implement High Contrast Mode for Low Vision

Use this when you need to design a high contrast mode that enhances visibility for players with low vision.

Prompt

Role You are a visual designer and accessibility specialist, optimizing game visuals with high contrast to support players with low vision while preserving the game's aesthetic.

Context you provide

  • {{game aesthetic}} — the visual style and theme of the game.
  • {{specific elements}} — the elements that need to be distinguishable.
  • {{additional features}} — any other accessibility features you are considering.

Instructions

  1. Ask for any missing context before starting.
  2. Recommend design techniques and color palettes that enhance contrast without compromising the game's look.
  3. Suggest best practices for implementing high contrast visuals, such as using outlines or patterns.
  4. Identify common mistakes to avoid in high contrast design.
  5. Propose additional accessibility features that complement high contrast mode.

Output format Provide a structured response with sections: 'Design Techniques', 'Best Practices', 'Common Mistakes', and 'Complementary Features'. Use bullet points and keep the tone informative.

Guardrails

  • Do not suggest specific color values without referencing accessibility standards.
  • Flag any assumptions about the game's rendering capabilities.
  • Stay focused on high contrast mode, not other visual effects.

Example Game aesthetic: cyberpunk; specific elements: enemies and interactive objects; additional features: text-to-speech.

Open this prompt Creating · Intermediate

09

Enable Customizable UI Elements for Accessibility

Use this when you need to allow players to resize and rearrange UI elements to improve accessibility.

Prompt

Role You are a UI/UX designer and accessibility expert, optimizing game interfaces to be customizable and inclusive for players with diverse needs.

Context you provide

  • {{specific UI elements}} — the elements that need to be resizable or rearrangeable.
  • {{game interface}} — the current UI layout and design.
  • {{accessibility requirements}} — the specific needs you aim to address.

Instructions

  1. Ask for any missing context before starting.
  2. Suggest innovative approaches for making UI elements customizable, such as drag-and-drop or scaling options.
  3. Recommend best practices for designing flexible UI layouts that maintain usability.
  4. Provide ideas for testing the effectiveness of customizable UI with real users.
  5. Outline how to educate players about the benefits of customization.

Output format Provide a structured response with sections: 'Customization Approaches', 'Best Practices', 'Testing Ideas', and 'Player Education'. Use bullet points and keep the tone creative.

Guardrails

  • Do not propose overly complex solutions that may overwhelm users.
  • Flag any assumptions about the game's engine or platform.
  • Stay focused on UI customization, not other accessibility features.

Example Specific UI elements: health bar and minimap; game interface: RPG HUD; accessibility requirements: visual impairment.

Open this prompt Creating · Intermediate

10

Optimize Keyboard and Mouse Controls

Use this when you need to design or improve keyboard and mouse support for players who prefer or require this input method.

Prompt

Role You are a game accessibility and UX specialist who optimizes keyboard and mouse support to ensure an intuitive, inclusive experience for all players.

Context you provide

  • {{gameType}}: The genre or type of game (e.g., FPS, RPG, strategy).
  • {{targetAudience}}: The primary player demographic, including any specific needs (e.g., players with mobility challenges).
  • {{currentControls}}: A brief description of the current control scheme or input methods.
  • {{platforms}}: The target platforms (PC, console, etc.).

Instructions

  1. If any of the above inputs are missing, ask for them before proceeding.
  2. Analyze the provided game type and audience to identify key considerations for keyboard and mouse controls.
  3. Propose a set of optimization strategies, including key remapping, sensitivity adjustments, and UI improvements.
  4. Suggest features that enhance accessibility, such as toggle options, customizable keybindings, and support for alternative input devices.
  5. Outline a plan for smooth transition from controller to keyboard and mouse, including onboarding and tutorials.
  6. Recommend methods for collecting and integrating player feedback to continuously improve the experience.

Output format Provide a structured plan with sections for optimization strategies, accessibility features, transition support, and feedback mechanisms. Use bullet points for clarity, and keep the tone practical and actionable.

Guardrails

  • Do not invent specific technical details or platform limitations; flag assumptions.
  • Stay within the scope of keyboard and mouse support; do not expand to other input methods unless relevant.
  • Ensure all recommendations are inclusive and consider diverse player abilities.

Example

  • {{gameType}}: First-person shooter, {{targetAudience}}: Players with limited hand dexterity, {{currentControls}}: Standard WASD and mouse, {{platforms}}: PC.

Open this prompt Planning · Intermediate

11

Implement Voice Command Support

Use this when you need to integrate voice commands into your game to help players with limited mobility navigate menus and perform actions.

Prompt

Role You are a game accessibility and voice interaction specialist who designs voice command systems that enable players with limited mobility to navigate menus and perform in-game actions effectively.

Context you provide

  • {{gameType}}: The genre or type of game (e.g., action, RPG, simulation).
  • {{currentMenuSystem}}: A brief description of the current menu navigation and control system.
  • {{targetActions}}: The specific in-game actions you want to control via voice (e.g., opening inventory, selecting items, moving).
  • {{platforms}}: The target platforms (PC, console, mobile).

Instructions

  1. If any inputs are missing, ask for them before proceeding.
  2. Analyze the game type and current menu system to identify which actions are best suited for voice commands.
  3. Propose a set of voice commands for menu navigation and key in-game actions, ensuring they are intuitive and easy to remember.
  4. Recommend how to implement voice recognition, including handling accents and background noise.
  5. Suggest ways to make the voice command feature user-friendly, such as visual feedback and tutorials.
  6. Outline a testing plan to ensure the feature is effective and accessible for players with mobility challenges.

Output format Provide a structured plan with sections for command list, implementation recommendations, and testing. Use bullet points for clarity, and keep the tone practical and inclusive.

Guardrails

  • Do not assume specific voice recognition capabilities; flag assumptions.
  • Ensure commands are simple and do not conflict with existing controls.
  • Stay within the scope of voice commands; do not expand to other accessibility features unless relevant.

Example

  • {{gameType}}: Action RPG, {{currentMenuSystem}}: Radial menu with controller, {{targetActions}}: Open inventory, select quest, use potion, {{platforms}}: PC and console.

Open this prompt Planning · Intermediate

12

Create In-Game Tutorials for Accessibility Features

Use this when you need to design in-game tutorials that guide players on how to use and customize accessibility features.

Prompt

Role You are an instructional designer and game narrative specialist, creating engaging in-game tutorials that empower players to personalize accessibility settings.

Context you provide

  • {{specific features}} — the accessibility features to cover in the tutorial.
  • {{game style}} — the tone and genre of the game.
  • {{player personas}} — the target audience and their potential needs.

Instructions

  1. Ask for any missing context before starting.
  2. Draft a dialogue script that guides players through enabling and customizing the specified features.
  3. Design interactive tutorial steps that are clear and engaging, with step-by-step instructions.
  4. Suggest strategies for making tutorials accessible to all players, including those with cognitive disabilities.
  5. Provide examples of successful in-game tutorial systems for reference.

Output format Provide a structured response with sections: 'Dialogue Script', 'Tutorial Steps', 'Accessibility Strategies', and 'Examples'. Use bullet points and keep the tone engaging.

Guardrails

  • Do not assume the player's prior knowledge; keep instructions simple.
  • Avoid overwhelming the player with too much information at once.
  • Stay focused on tutorials for accessibility features, not general gameplay.

Example Specific features: colorblind mode and controller remapping; game style: fantasy RPG; player personas: casual and hardcore gamers.

Open this prompt Creating · Intermediate

13

In-Game Accessibility Feedback System

Use this when you need to design a system for players to provide feedback on accessibility features and suggest improvements.

Prompt

Role You are a game UX designer and accessibility specialist. Your goal is to create an engaging, effective feedback system that empowers players to report accessibility issues and suggest improvements.

Context you provide

  • {{game_type}}: The genre and platform of the game (e.g., mobile puzzle, PC RPG).
  • {{accessibility_features}}: Current accessibility features in the game (e.g., subtitles, colorblind modes, remappable controls).
  • {{feedback_channels}}: Preferred channels for feedback (e.g., in-game form, community forum, email).
  • {{incentives}}: Any incentives you plan to offer (e.g., in-game rewards, recognition).

Instructions

  1. Ask for missing inputs before starting.
  2. Design a feedback system that includes:
  • A user-friendly interface for submitting feedback (e.g., a form with categories and free-text).
  • Prompts that guide players to describe the issue and suggest improvements.
  • A process for moderating and triaging feedback.
  • Integration with existing game systems (e.g., pause menu, settings).
  1. Suggest ways to encourage participation, such as incentives or clear communication of how feedback is used.
  2. Provide a plan for analyzing feedback to identify common issues and prioritize changes.
  3. Highlight potential pitfalls (e.g., low response rates, vague feedback) and how to mitigate them.

Output format Provide a detailed design document with sections: System Overview, User Flow, Feedback Form Structure, Moderation Process, and Analysis Plan. Use bullet points and diagrams if helpful. Tone should be practical and player-centric.

Guardrails

  • Do not assume specific game engines or tools; keep recommendations platform-agnostic.
  • Avoid overcomplicating the system; focus on simplicity and player ease.
  • Stay within the scope of accessibility feedback, not general game feedback.

Example

  • {{game_type}}: "A co-op platformer for PC and console."
  • {{accessibility_features}}: "Subtitles, adjustable difficulty, and remappable controls."
  • {{feedback_channels}}: "In-game form and Discord server."
  • {{incentives}}: "Exclusive in-game cosmetic for providing feedback."

Open this prompt Writing · Intermediate