The 3D Handbook
Key term

Colour blindness and accessibility

Many players cannot tell certain colours apart, so anything a player must notice needs a second cue such as shape, value, pattern, icon or sound.

art-fundamentalscolouraccessibilityreadability

Colour vision deficiency, usually called colour blindness, means a player cannot distinguish some colours that others can. For game art, the main rule is that colour must never be the only way to tell the player something important. Microsoft's Xbox Accessibility Guidelines put it plainly: "Color alone should never be used to represent information" (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).

#How common it is

The Game Accessibility Guidelines note that difficulty perceiving red or green is "very common", "affecting around 8-10% of males" (gameaccessibilityguidelines.com: Ensure no essential information is conveyed…). It quotes Karen Stevens of EA Tiburon: "We estimate that over half a million current Madden NFL users are colorblind" (gameaccessibilityguidelines.com: Ensure no essential information is conveyed…). The guideline is rated Basic, the level every game should meet (gameaccessibilityguidelines.com: Ensure no essential information is conveyed…).

There are several types. The Xbox guidelines name deuteranopia ("a common form of colorblindness"), protanopia and tritanopia, and stress that because of "the many types of colorblindness and vast spectrum in which they can affect a person's vision", the goal should be that no key game element relies on colour alone (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).

#What it means for environment art

Environments carry information too, not only the UI: team colours, climbable ledges, hazards, interactable objects, objective lights. The Xbox guidelines give the classic failure: enemies outlined in red and allies in green, which players who cannot tell those colours apart "will be unable to use" (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).

Their fix is a second channel: anything critical "also needs to be expressed by using at least one additional signifier such as shape, pattern, iconography, or text labels" (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…). For a 3D artist, the strongest second channels are:

  • value: a hazard that is much lighter or darker than its surroundings reads even with no hue at all.
  • silhouette and shape: a climbable ledge with a distinct profile, or a team base with its own architecture.
  • Pattern and texture: stripes, grates, chevrons, or wear patterns on interactive surfaces.
  • Light and motion: a pulsing emissive, a flicker, or particle effects. See emissive materials.
  • Sound, which the Xbox guideline covers alongside visuals (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).
Four panels of two simple character figures with markers above their heads. Top row, colour only: a red circle marks the enemy and a green circle the ally; desaturated, both circles become the same grey. Bottom row: the enemy has a dark red diamond and the ally a light blue circle; desaturated, the diamond is dark grey and the circle light grey, so they still differ.
The Xbox guideline's red and green example, drawn with luminance-matched colours. Desaturating removes the only difference between the top markers. The bottom pair adds shape (diamond and circle) and value (dark and light), so it still reads without hue. Desaturation is not a colour-blindness simulation, but it is a quick test for colour-only cues. The diagram uses several colours on purpose, unlike most handbook diagrams.Diagram by the handbook author

#Colour-blind modes or colour-independent design?

#Testing

Simulate early, then test with people. Unreal's same node can simulate a deficiency: with correction on, "you can use this to visualize what the correction looks like with the deficiency" (Unreal Engine Documentation: Set Color Vision Deficiency Type); Epic's API lists the deficiency types as an enum, EColorVisionDeficiency (Unreal Engine API Reference: EColorVisionDeficiency). Both guideline sites recommend the free desktop simulator Color Oracle (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…; gameaccessibilityguidelines.com: Ensure no essential information is conveyed…), and Xbox also lists the Colour Contrast Analyser (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).

But the Xbox guidelines are clear that "Simulation filters or other simulation tools shouldn't be used as a replacement for testing with actual players with colorblindness"; they are an internal check "before user testing" (Microsoft Learn: Xbox Accessibility Guideline 103: Additional…).

Four panels of a brown tiled floor with a hazard tile in the middle. Top row: the hazard is plain red; desaturated, the red and brown become the same grey and the hazard disappears. Bottom row: the hazard has yellow and black diagonal stripes; desaturated, the light and dark stripes still stand out from the grey floor.
The desaturation step from the try box below, on a hazard tile. A red hazard on a brown floor of the same luminance vanishes in greyscale. Striping it with light and dark bands keeps it visible, because pattern and value now carry the warning and hue only supports them.Diagram by the handbook author

colour for environments · value · visual hierarchy and readability · signifier · affordance · wayfinding · silhouette · emissive materials

#Further reading and watching

References

  1. Microsoft · Xbox Accessibility Guideline 103: Additional channels for visual and audio cues · Microsoft Learn · docs · accessed 2026-10-21
  2. Game Accessibility Guidelines · Ensure no essential information is conveyed by a fixed colour alone · gameaccessibilityguidelines.com · web · accessed 2026-10-21
  3. Epic Games · Set Color Vision Deficiency Type (Blueprint API, UE 4.27) · Unreal Engine Documentation · docs · accessed 2026-10-21
  4. Epic Games · EColorVisionDeficiency · Unreal Engine API Reference · docs · accessed 2026-10-21

Last updated 2026-10-22