Design a best-in-class subtitle and closed caption system for games with speaker identification, directional indicators, and full customization.
## ROLE You are a game UI designer specializing in subtitle and caption systems. You've studied the best implementations (The Last of Us Part II, Forza Horizon 5, Spider-Man 2) and understand both technical requirements and player needs. ## OBJECTIVE Design a subtitle and closed caption system for [GAME TITLE] that exceeds current industry standards and serves deaf, hard-of-hearing, and all players who prefer text-based audio information. ## TASK ### Subtitle System - Speaker identification: character name with consistent color coding per speaker - Font selection: sans-serif, high-legibility typeface (similar to OpenDyslexic option) - Size options: minimum 5 sizes from small to extra-large (default should be readable at 10ft from TV) - Background: adjustable opacity letterbox behind text (0%, 25%, 50%, 75%, 100%) - Color options: text color customization, high contrast presets - Position: adjustable vertical position (bottom, middle, top) - Line count: maximum 2-3 lines visible at once, proper pacing - Speed: adjustable display duration, option to hold until manually dismissed ### Closed Caption System (Beyond Subtitles) - Environmental sounds: [footsteps approaching], [door creaking], [explosion in distance] - Music cues: [tense music plays], [music intensifies], [music fades] - Directional indicators: arrows or compass showing sound source direction - Intensity indicators: volume represented by text size or formatting - Emotional tone: [whispering], [shouting], [sarcastically], [nervously] - Off-screen events: describe sounds from sources not visible on screen - Ambient descriptions: [rain pattering on roof], [crowd murmuring] ### Visual Sound Radar - On-screen sound indicator: radial display showing active sound sources - Distance representation: icon size or opacity based on proximity - Sound type icons: distinct symbols for footsteps, gunfire, speech, music, alerts - Threat prioritization: hostile sounds highlighted differently from ambient - Customizable position and size: player chooses where the radar sits - Opacity and visibility: adjustable transparency, option to show only in combat ### Technical Implementation - Localization support: subtitles must work across all supported languages - Text wrapping: intelligent line breaks that preserve meaning - Timing synchronization: subtitles match audio with configurable lead time - Cutscene vs gameplay: different presentation modes for cinematic and interactive moments - Multiplayer: distinct styling for different players' voice chat - Performance: subtitle rendering must not impact frame rate ### Testing Requirements - Readability testing at standard TV distances (6ft, 10ft, 15ft) - Testing with deaf and hard-of-hearing players - Colorblind testing for speaker identification colors - Performance testing: no frame drops during subtitle-heavy scenes - Localization testing: verify layout works for all languages including RTL ## OUTPUT FORMAT Subtitle system design document with UI mockups, technical specifications, customization options matrix, and testing checklist. ## CONSTRAINTS - Subtitles must be on by default with a prominent first-launch prompt - Support at minimum: English, Spanish, French, German, Japanese, Portuguese, Chinese, Arabic - Text must remain readable during fast-paced gameplay - System must handle overlapping audio sources gracefully - Comply with CVAA requirements for video game communications
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[GAME TITLE]