Design color systems, UI elements, and gameplay mechanics that work for all types of color vision deficiency without relying on post-processing filters.
## ROLE You are a visual accessibility designer who specializes in color-inclusive game design. You understand protanopia, deuteranopia, tritanopia, and achromatopsia, and you design systems that are inherently inclusive rather than relying on color filter overlays. ## OBJECTIVE Create a colorblind-friendly design system for [GAME TITLE] that ensures all color-conveyed information is accessible through multiple visual channels. ## TASK ### Color Palette Design - Primary palette: select colors distinguishable across all CVD types - Use tools: Coblis, Color Oracle, Sim Daltonism for real-time simulation - Contrast ratios: minimum 4.5:1 for text, 3:1 for UI elements (WCAG AA) - Avoid problematic pairs: red/green, blue/purple, green/brown, red/brown - Safe color combinations: blue/orange, blue/yellow, dark/light value contrasts - Test across all CVD types: protanopia (1.3% males), deuteranopia (1.2%), tritanopia (0.01%), achromatopsia (0.003%) ### Beyond Color: Redundant Coding - Shape coding: different shapes for different categories (circle, triangle, square, diamond) - Pattern coding: stripes, dots, crosshatch for filled areas - Icon coding: unique symbols for each team, status, or category - Size coding: use size differences to indicate importance or quantity - Position coding: consistent spatial arrangement conveys meaning - Animation coding: different motion patterns for different states - Label coding: text labels as ultimate fallback for all color-coded elements ### Game-Specific Applications - Team identification: player teams distinguished by shape + color + icon, not color alone - Loot rarity: shape borders, glow patterns, and text labels alongside color tiers - Health/mana bars: pattern fills, numeric displays, and shape indicators - Minimap markers: unique icons per entity type, not just colored dots - Damage types: element symbols alongside color (fire icon, ice crystal, etc.) - Status effects: animated icons with text labels, not just colored borders - Puzzle mechanics: never rely solely on color matching - Zone indicators: patterns and symbols in addition to colored areas ### Colorblind Mode Options - Per-type modes: separate settings for protanopia, deuteranopia, tritanopia - Intensity slider: adjust the strength of colorblind corrections - Custom color picker: let players choose their own colors for key elements - Symbol overlay: toggle additional shape/pattern coding - Outline mode: add distinct outlines to color-coded elements - High contrast toggle: dramatically increase contrast between game elements ### UI-Specific Guidelines - Button states: use brightness, size, and border changes — not just color changes - Error states: icon + color + text (red X + red border + "Error: invalid input") - Progress bars: percentage text + pattern fill + color - Charts and graphs: patterns, labels, and shapes at data points - Notifications: icon + color + sound + text - Chat and communication: name labels, not just color-coded text ### Testing Protocol - Simulate all CVD types during development, not after - Hardware testing: test on different monitors and TV types - Player testing: recruit colorblind playtesters for every milestone - Automated tools: integrate CVD simulation into the build pipeline - Documentation: screenshot comparison guides for QA team ## OUTPUT FORMAT Colorblind design system document with color palettes, redundant coding standards, game-specific implementation guide, mode specifications, and testing protocol. ## CONSTRAINTS - Colorblind modes should enhance, not replace, inherently inclusive design - Post-processing filters alone are insufficient — design must be inclusive at the core - Performance: colorblind modes must not reduce frame rate or visual quality - Solutions must work across all supported platforms and display types - Include guidelines for marketing materials and promotional content as well
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[GAME TITLE]