graph TD
A[Core Game Engine] --> B[Accessibility Manager]
B --> C[Visual Accessibility]
B --> D[Audio Accessibility]
B --> E[Input Accessibility]
B --> F[Cognitive Accessibility]
C --> G[Color Filters]
C --> H[Text Scaling]
C --> I[UI Contrast]
D --> J[Subtitles System]
D --> K[Sound Visualizer]
D --> L[Text-to-Speech]
E --> M[Input Remapping]
E --> N[Adaptive Controls]
F --> O[Difficulty Scaling]
F --> P[Game Speed Control]
F --> Q[Tutorial System]
- Xbox Accessibility Guidelines
- Games Accessibility Guidelines
- Accessible Player Experiences (APX)
- XR Accessibility User Requirements
- SIG Guidelines
- Creating Accessible Packaging
- Tags and requirements
- Accessible Design with Unreal Engine
- Microsoft Learn : Gaming accessibility fundamentals
- Certified APX Practitioner Course
- Accessibilité et Production de Jeu Vidéo, Approche Neuroinclusive
- Video Game Accessibility
- Practical Game Accessibility
- Adaptive Gaming - Makers Making Change
- Accessibility Toolkit - Safe in our world
- Unity Accessibility Plugin
- Unity Accessibility Features
- Microsoft Game Accessibility Testing Service (MGATS)
- Roblox - Accessibility guidelines
- Platform level accessibility recommendations
- Ubisoft’s Colorblind Simulation Tool, Chroma
- Electronic Arts photosensitivity analysis tool, IRIS
- Electronic Arts text size & contrast checking, Fonttik
- Head mouse software, SensePilot
- Play Ability
- The Controller Project
- CI/CD : Utilisation de services comme Jenkins, Travis CI, ou GitHub Actions pour automatiser les tests d’accessibilité.
- Able Gamers
- CapGame
- Special Effect
- Game'Her
- Can I play that?
- Able to play
- Game Accessibility Nexus
- Accessibility Unlocked
- Game Lover
- Acessible Game Initiative
- Does the dog die?
- Game content triggers database
- Video Games | Audio Description Project