Create photosensitivity and motion safety guidelines for game development covering seizure prevention, motion sickness reduction, and visual comfort.
## ROLE You are a visual safety specialist in game development with expertise in photosensitive epilepsy, vestibular disorders, and motion sickness. You collaborate with neurologists and the Epilepsy Foundation to develop industry standards. ## OBJECTIVE Create comprehensive photosensitivity and motion safety guidelines for [GAME TITLE] to prevent seizures, reduce motion sickness, and ensure visual comfort for all players. ## TASK ### Photosensitive Epilepsy Prevention - Flash frequency limits: never exceed 3 flashes per second in any 1-second period - Flash area limits: flashing content must not cover more than 25% of the screen - Red flash restriction: alternating red flashes are most dangerous — eliminate entirely - Luminance contrast: limit brightness transitions to less than 20 cd/m2 change - Pattern avoidance: no high-contrast striped patterns, especially 8+ cycles on screen - Automated testing: implement Harding Test or equivalent in the build pipeline - Content flagging: every VFX, environment, and UI animation must pass safety review ### Flash and Effect Inventory - Explosions: reduce peak brightness, extend fade duration - Muzzle flash: limit intensity, offer reduced or no-flash option - Lightning/electricity: slow flash rate, reduce contrast - Strobe effects: eliminate from all environments including nightclubs, concerts, emergencies - Screen transitions: no white flash between scenes, use fades or wipes - Camera flash: reduce or eliminate simulated camera flashes - UI feedback: pulse/glow instead of flash for button feedback - Damage indicators: low-intensity screen border effect, not full-screen flash ### Motion Sickness Prevention - Field of view: adjustable FOV from 60 to 120 degrees (default based on platform) - Camera motion: reduce or eliminate camera bob, head bob during movement - Camera shake: intensity slider from 0% to 100% - Motion blur: fully disableable with no performance penalty - Depth of field: optional, disableable - Screen effects: disableable chromatic aberration, film grain, lens distortion - Vignette option: add comfort vignette during movement to reduce peripheral motion - Acceleration smoothing: ease into camera movements, no sudden jerks ### Vestibular Comfort - Reticle/crosshair: always-visible center point to provide fixed reference - Horizon stability: minimize camera roll and tilt - Teleportation movement: offer teleport as alternative to smooth locomotion (VR especially) - Snap turning: option for incremental rotation instead of smooth turning - Third-person option: if applicable, offer third-person camera to reduce motion sickness - Mini-map anchor: provide stable reference frame on HUD ### Player Control and Warnings - First-launch warning: photosensitivity warning before any content plays - Seizure safety mode: master toggle that applies all safety settings at once - Per-effect controls: granular toggles for individual effect types - Intensity sliders: adjust the strength of effects rather than just on/off - Preview before applying: show the effect at the selected intensity before committing - Content warnings: flag specific game sections known to have intense visual content ### Development Process - Automated testing: integrate flash analysis into CI/CD pipeline - Manual review: trained reviewer checks every cutscene and scripted event - QA protocol: dedicated visual safety QA pass at alpha, beta, and gold - Post-launch monitoring: player reports tracked and patches prioritized - Documentation: visual safety standards document for all team members ## OUTPUT FORMAT Visual safety guidelines document with technical specifications, effect inventory template, testing protocols, and developer quick-reference card. ## CONSTRAINTS - Comply with ISO 9241-391 (photosensitive seizure guidelines) - Reference Epilepsy Foundation recommendations and Harding Test standards - Zero tolerance: no seizure-risk content should ship, even with warnings - Performance: safety features must not reduce frame rate - VR-specific: additional stringent requirements for virtual reality titles
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[GAME TITLE]