Skip to main content
JDOG Studios

Our accessibility philosophy

The principles we intend to design by, and why each one matters to players.

There is no single “disabled gamer”

Disabled players are not one group with identical needs. A player with limited hand mobility, a player who is Deaf, a blind player, a player with chronic fatigue and an autistic player may each meet completely different barriers, and two people with the same condition can want very different things.

Needs also change: with fatigue, injury, age, the equipment someone has or simply the day they’re having. That’s why our philosophy centres on flexibility and choice rather than a fixed set of “accessible modes”, and why we see players as the experts in their own experience.

Our design principles

Grouped by the kind of barrier they address. Many players will benefit from principles in more than one group.

Input and control

How players physically interact with a game is often the first barrier they meet.

Customisable and remappable controls

Why it matters
A default layout suits some hands, devices and play styles, and not others.
What we intend to do
Let players reassign actions across buttons, keys and devices, and avoid hard-coding controls into one fixed scheme.

Alternatives to complex or precise input

Why it matters
Rapid button presses, long holds, simultaneous inputs and fine aiming can exclude players with limited mobility, fatigue or tremor.
What we intend to do
Offer options such as toggles instead of holds, simplified inputs and assistance with precision, while keeping the game meaningful.

Support for different interaction preferences

Why it matters
Players use standard controllers, adaptive controllers, keyboards, mice, switches and more, often in combination.
What we intend to do
Design systems that don’t assume one input device or one way of holding it.

Seeing and reading

Information only helps if players can perceive it and make sense of it.

Clear and readable interfaces

Why it matters
Busy layouts, low contrast and decorative fonts make menus and HUDs hard to use for many players.
What we intend to do
Prioritise legible type, strong contrast and predictable, uncluttered layouts.

Scalable text and understandable information

Why it matters
Text that is too small, or written in unnecessarily complex language, shuts players out.
What we intend to do
Let players resize text and interface elements, and write instructions in plain, direct language.

Colour-independent communication

Why it matters
Many players see colour differently or not at all, and colour alone is easy to miss.
What we intend to do
Pair colour with shape, icons, patterns, text or position so important information is never colour-only.

Hearing and feedback

Games communicate constantly through sound, visuals and vibration.

Audio and visual feedback alternatives

Why it matters
Important cues delivered only through sound, or only through visuals, will be missed by some players.
What we intend to do
Provide subtitles and captions, visual indicators for important sounds, and audio or haptic cues for important visual events, with options to adjust them.

Thinking, pacing and challenge

Challenge should come from the game itself, not from obstacles that add nothing to it.

Adjustable gameplay settings where appropriate

Why it matters
Players differ in reaction time, stamina, memory and how much challenge they enjoy.
What we intend to do
Offer settings such as game speed, timing windows and assistance levels where they fit the design, so players can find their own balance.

Reduced unnecessary cognitive demands

Why it matters
Too much to track at once, unclear objectives or hidden information can overwhelm players, including many neurodivergent players.
What we intend to do
Make goals easy to find again, allow pausing and replaying of information, and avoid complexity that doesn’t serve the experience.

Technology and testing

Good intentions need to be checked with real people and real technology.

Compatibility with assistive technologies

Why it matters
Some players rely on screen readers, alternative input devices or platform-level accessibility features.
What we intend to do
Consider how our games will work alongside assistive technology and platform accessibility settings from early in development.

Inclusive testing and community feedback

Why it matters
No studio can predict every barrier, and players are the experts in their own experience.
What we intend to do
Involve disabled players and people with a range of access needs in testing, listen to community feedback and act on what we hear.

Learning from others

We don’t believe we have all the answers. Disabled players, accessibility specialists and other developers have built up a great deal of knowledge, and publicly available resources such as the Game Accessibility Guidelines and the Xbox Accessibility Guidelines are valuable references for any studio.

Guidelines are a starting point, not a finish line. The most important source of knowledge will always be players themselves, which is why inclusive testing and community feedback sit at the heart of our approach.

This website

We’ve tried to apply the same thinking to this site. You can read about what we’ve done, how we’ve tested it and its known limitations in our website accessibility statement.

Tell us what matters to you

If there’s a barrier you meet in games that you’d like more studios to take seriously, we’d like to hear about it.