accessibility-design
Use when designing any player-facing feature, evaluating a game for accessibility, responding to accessibility feedback, designing difficulty or assist options, adding subtitle/caption systems, implementing input remapping, or when a player reports they can't play. Covers the four accessibility pillars (visual, auditory, motor, cognitive), implementation tiers, colorblind design, subtitle standards, input accessibility, and testing methodology. Accessibility is a design discipline, not a post-launch checklist.
What this skill does
# Accessibility Design
**Purpose:** Make games playable by the widest possible audience through deliberate, integrated design. Accessibility isn't a feature you bolt on — it's a lens you design through. Games designed for the margins are better for everyone.
**Standards:** This skill draws on WCAG (Web Content Accessibility Guidelines), the Xbox Accessibility Guidelines (XAG), and the Game Accessibility Guidelines (gameaccessibilityguidelines.com). These represent industry consensus, not aspirational ideals — major platforms now require or incentivize compliance.
---
## When to Activate
Use this skill **proactively** — not after someone reports a problem:
- Designing any player-facing feature (UI, controls, feedback, narrative delivery)
- Evaluating an existing game or prototype for accessibility gaps
- Responding to player feedback about barriers ("I can't read the text", "I can't tell these apart")
- Designing difficulty options, assist systems, or adaptive mechanics
- Implementing subtitles, captions, or audio description systems
- Designing or reviewing input systems (remapping, sensitivity, alternate schemes)
- Planning a colorblind mode or high-contrast mode
- Reviewing a feature that uses color, sound, or timing to convey critical information
- When the answer to "can a player with [disability] complete this?" is uncertain
**When a player says "I can't play this" — that's a design failure, not a player limitation.**
---
## Core Principle: Accessibility Is Design
Accessibility features aren't accommodations for edge cases. They're design improvements that happen to be essential for some players and beneficial for all.
| "Accessibility" Feature | Who It Was "For" | Who Actually Uses It |
|------------------------|-------------------|----------------------|
| Subtitles | Deaf/hard-of-hearing players | Everyone on public transit, in noisy rooms, or with sleeping partners |
| Remappable controls | Players with motor disabilities | Everyone with a preference or non-standard controller |
| High contrast mode | Low-vision players | Everyone on a mobile screen in sunlight |
| Adjustable text size | Vision-impaired players | Everyone sitting far from a TV |
| Difficulty options | Cognitive accessibility | Everyone whose skill level doesn't match one preset |
| Motion reduction | Vestibular disorders | Everyone who gets motion sick from excessive camera shake |
This is the curb-cut effect: design for the margins and the center benefits automatically.
**Design rule:** If a feature helps 5% of players and harms 0%, ship it.
---
## The Four Pillars
Accessibility barriers organize into four categories based on the player need they address. Most games have gaps in all four — prioritize by the tiers in the next section.
### Pillar 1: Visual
Players who are blind, have low vision, are colorblind, or are photosensitive.
| Barrier | Solution | Standard |
|---------|----------|----------|
| Color-only information | Add shape, pattern, text, or position as redundant channel | WCAG 1.4.1, XAG 106 |
| Small text | Scalable text, minimum 28px at 1080p for body text | XAG 102 |
| Low contrast | 4.5:1 ratio for text, 3:1 for large UI elements | WCAG 1.4.3 (AA) |
| No screen reader support | Semantic UI structure, text alternatives for images | WCAG 1.1.1 |
| Fixed UI scale | Independent UI scaling separate from resolution | XAG 102 |
| Photosensitive content | No flashing above 3Hz, option to disable screen effects | WCAG 2.3.1 |
| Motion-intensive effects | Motion reduction toggle (camera shake, screen bob, parallax) | WCAG 2.3.3 |
### Pillar 2: Auditory
Players who are deaf, hard of hearing, or playing without sound.
| Barrier | Solution | Standard |
|---------|----------|----------|
| Audio-only critical info | Visual equivalent for every audio cue (directional indicators, alerts) | XAG 107 |
| No subtitles | Subtitle system with speaker identification | XAG 107 |
| No captions | Descriptive captions for non-speech sounds [explosion nearby] | GAG intermediate |
| Mixed audio levels | Independent volume sliders per channel (music, SFX, voice, ambient) | XAG 107 |
| Directional audio cues | Visual directional indicators (damage direction, footstep radar) | GAG advanced |
| Voice chat dependency | Text chat alternative, ping systems, visual callouts | XAG 107 |
### Pillar 3: Motor
Players with limited mobility, dexterity, or stamina — including temporary conditions (broken arm, RSI).
| Barrier | Solution | Standard |
|---------|----------|----------|
| Hardcoded controls | Full remapping for ALL inputs, no exceptions | XAG 104 |
| Hold-to-activate only | Toggle/hold option for every sustained input (sprint, aim, crouch) | XAG 104 |
| Rapid button mashing | Alternative input (hold, auto-complete, reduced threshold) | GAG intermediate |
| Precision timing | Adjustable timing windows, generous input buffers | XAG 109 |
| Complex simultaneous inputs | Simplification options, sequential alternatives | GAG advanced |
| Fixed sensitivity | Adjustable dead zones, sensitivity curves, acceleration | XAG 104 |
| No one-handed play | Alternative control schemes, copilot mode | GAG advanced |
### Pillar 4: Cognitive
Players with cognitive disabilities, learning differences, ADHD, anxiety — or anyone overwhelmed by complexity.
| Barrier | Solution | Standard |
|---------|----------|----------|
| Single difficulty preset | Multiple options, ideally granular per-parameter | XAG 109 |
| Unforgiving timing | Pauseable gameplay, adjustable game speed | XAG 109 |
| Unclear objectives | Objective markers, quest logs, waypoint systems | GAG basic |
| No save flexibility | Save anywhere, generous autosave | GAG basic |
| Unreplayable tutorials | Tutorial replay from menu, contextual hints | GAG basic |
| Information overload | Adjustable HUD density, progressive disclosure | See **player-ux** |
| Distressing content | Content warnings, option to skip/reduce intensity | GAG intermediate |
| Complex navigation | Minimap, breadcrumbs, "return to path" button | GAG intermediate |
Cognitive accessibility has the broadest overlap with general UX quality — this is where accessibility and **player-ux** (cognitive load management) directly converge.
---
## Implementation Tiers
Prioritize by ratio of players impacted to implementation cost.
### Tier 1: Must-Have (Ship Before Launch)
| Pillar | Feature | Why Tier 1 |
|--------|---------|------------|
| Visual | No color-only information | ~8-10% of males colorblind; free if designed in |
| Visual | Scalable text (min 28px at 1080p) | Large-screen and mobile players need this |
| Visual | Contrast ratios (4.5:1 text, 3:1 UI) | WCAG AA baseline |
| Visual | Motion reduction option | Vestibular disorders affect ~35% of adults over 40 |
| Motor | Remappable controls (every input) | Platform certification requirement |
| Motor | Toggle/hold for sustained inputs | Minimal cost, major RSI/mobility impact |
| Auditory | Subtitles with speaker identification | ~15% of adults have hearing loss |
| Auditory | Independent volume sliders | Standard player expectation |
| Cognitive | Difficulty options | Benefits the widest player range |
| Cognitive | Pauseable gameplay | Essential for parents, interruptions, anxiety |
| Cognitive | Clear objective/waypoint system | Reduces frustration universally |
### Tier 2: Should-Have (First Major Update)
| Pillar | Feature | Why Tier 2 |
|--------|---------|------------|
| Visual | High contrast mode | Growing platform expectation |
| Visual | Independent UI scaling | Important for complex HUDs |
| Motor | Adjustable timing windows | Major motor accessibility lever |
| Motor | One-handed control scheme | Temporary injury, one-arm holds |
| Auditory | Visual sound indicators | Essential for deaf/HoH in action games |
| Auditory | Descriptive captions | Ambient narrative for deaf/HoH |
| Cognitive | Adjustable game speed | Broad benefit; doubles as difficulty lever |
| Cognitive | Tutorial Related in Design
contribute
IncludedLocal-only OSS contribution command center. Auto-refreshes the user's in-flight PR and issue state on invoke so conversations start with full context — no need to brief Claude on what's in flight. Helps the user find issues to contribute to on GitHub, builds per-repo dossiers of what each upstream expects (CLA, DCO, branch convention, AI policy, draft-first, review bots, issue templates), runs deterministic gates before any external action so AI-assisted contributions don't reach maintainers as slop. State is markdown-only: candidate files at ~/.contribute-system/candidates/, repo dossiers at ~/.contribute-system/research/, append-only event log at ~/.contribute-system/log.jsonl. No database, no cloud calls. Use when the user asks about their PRs / issues / contributions, wants to find new work to take on, claim an issue, build/refresh a repo's dossier, or draft a Design Issue or PR. Trigger with "/contribute", "what's my PR status", "find a contribution", "claim issue X", "draft a Design Issue for Y", "refresh dossier for Z".
architectural-analysis
IncludedUser-triggered deep architectural analysis of a codebase or scoped subtree across eight modes — information architecture, data flow, integration points, UI surfaces, interaction patterns, data model, control flow, and failure modes. This skill should be used when the user asks to "diagram this codebase," "map the architecture," "show the data flow," "give me an ERD," "trace control flow," "find the integration points," "verify the layout pattern," "audit the UX architecture," or any similar request whose primary deliverable is mermaid diagrams plus cited reports under docs/architecture/. Dispatches haiku/sonnet sub-agents in parallel for per-mode exploration, then verifies every citation mechanically before any node lands in a diagram. Not for one-off prose explanations of code (use code-explanation) or for high-level system design from scratch (use system-design).
mcp
IncludedModel Context Protocol (MCP) server development and tool management. Languages: Python, TypeScript. Capabilities: build MCP servers, integrate external APIs, discover/execute MCP tools, manage multi-server configs, design agent-centric tools. Actions: create, build, integrate, discover, execute, configure MCP servers/tools. Keywords: MCP, Model Context Protocol, MCP server, MCP tool, stdio transport, SSE transport, tool discovery, resource provider, prompt template, external API integration, Gemini CLI MCP, Claude MCP, agent tools, tool execution, server config. Use when: building MCP servers, integrating external APIs as MCP tools, discovering available MCP tools, executing MCP capabilities, configuring multi-server setups, designing tools for AI agents.
react-native-skia
IncludedDesign, build, debug, and optimise high-polish animated graphics in React Native or Expo using @shopify/react-native-skia, Reanimated, and Gesture Handler. Use when the user wants canvas-driven UI, shaders, paths, rich text, image filters, sprite fields, Skottie, video frames, snapshots, web CanvasKit setup, or performance tuning for custom motion-heavy elements such as loaders, hero art, cards, charts, progress indicators, particle systems, or gesture-driven surfaces. Also use when the user asks for fluid, glow, glass, blob, parallax, 60fps/120fps, or GPU-friendly animated effects in React Native, even if they do not explicitly say "Skia". Do not use for ordinary form/layout work with standard views.
plaid
IncludedProduct Led AI Development — guides founders from idea to launched product. Six capabilities: Idea (discover a product idea), Validate (pressure-test the idea against fatal flaws, problem reality, competition, and 2-week MVP feasibility), Plan (vision intake + document generation), Design (translate image references into a design.md spec), Launch (go-to-market strategy), and Build (roadmap execution). Use when someone says "PLAID", "plaid idea", "help me find an idea", "product idea", "idea from my business", "idea from my expertise", "plaid validate", "validate my idea", "pressure-test", "is this idea good", "find fatal flaws", "validate the problem", "plan a product", "define my vision", "generate a PRD", "product strategy", "plaid design", "design from image", "translate image to design", "create design.md", "extract design tokens", "plaid launch", "go-to-market", "launch plan", "GTM strategy", "launch playbook", "plaid build", "build the app", "start building", or "execute the roadmap".
nextjs-framer-motion-animations
IncludedAdds production-safe Motion for React or Framer Motion animations to Next.js apps, including reveal, hover and tap micro-interactions, whileInView, stagger, AnimatePresence, layout and layoutId transitions, reorder, scroll-linked UI, and lightweight route-content transitions. Use when the user asks to add, refactor, or debug Motion or Framer Motion in App Router or Pages Router codebases, especially around server/client boundaries, reduced motion, LazyMotion, bundle size, hydration, or route transitions. Avoid for GSAP-style timelines, WebGL or 3D scenes, heavy scroll storytelling, or CSS-only effects unless Motion is explicitly requested.