Accessibility design
Skill MRCalderon3D/everything-game-dev-code/skills/design/accessibility-design
Build accessibility into design decisions instead of treating it as late-stage options work.From its SKILL.md
npx -y skills add MRCalderon3D/everything-game-dev-code --skill accessibility-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
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Accessibility Design
Purpose
Build accessibility into design decisions instead of treating it as late-stage options work.
Use When
- designing new mechanics, UI, or content
- features rely on reaction speed, color, audio, or precision input
- accessibility scope must be planned
Inputs
- feature spec
- input model
- UI requirements
- audio and narrative needs
Process
- identify likely barriers early
- design equivalent outcomes rather than identical inputs
- specify settings, fallbacks, and persistence behavior
- coordinate with QA and UI for verification
- document limitations explicitly when they cannot be fully solved
Outputs
- accessibility requirements
- option set
- verification targets
- known limitation log
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- adding systems that do not serve the core loop
- shipping vague rules that QA and engineering must guess at
- tuning without instrumentation or hypotheses
Related Agents
- accessibility-reviewer
- ui-ux-designer
- systems-designer
Related Commands
- verify
- onboarding
- ui-flow-review
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.