Accessibility first
Consider different player needs from the earliest stages of design.
Accessibility is cheapest, most effective and most elegant when it shapes a design from the start. Controls, menus, feedback and difficulty are much easier to make flexible when flexibility is planned in, rather than retrofitted once systems are already locked down.
For us, accessibility first doesn’t mean accessibility only. It means asking who could be excluded at the same moment we ask what will be fun, and treating both questions as part of the same creative job.
In practice
- Raising accessibility questions in early concepts and prototypes, not only before release.
- Treating barriers we find as design problems to solve, not edge cases to defer.
- Learning from established guidance and, above all, from disabled players themselves.