Designing Accessible Games: What Sanibel Teaches Video Game Developers
How Elizabeth Hargrave’s Sanibel shows accessibility-first game design—practical UX and controller takeaways for 2026.
Hook: Why Sanibel matters to developers wrestling with accessibility
Gamers and developers share a familiar friction: a flood of options, conflicting compatibility notes, and uncertainty about whether a game or controller will actually work for people with different needs. That uncertainty kills sales, frustrates players, and wastes development time. Elizabeth Hargrave’s Sanibel—like her breakout hit Wingspan before it—was built with accessibility at the center. Translating the board-game design choices behind Sanibel into modern video game UX and controller ergonomics gives studios a practical, low-risk roadmap for inclusive design in 2026.
Top-line takeaways: What Sanibel teaches game teams
Start with the most actionable lessons so teams can move from theory to implementation fast. Sanibel shows five accessibility-first design pillars that map directly to video game UX and hardware:
- Design for real users—Hargrave designed Sanibel with her dad in mind; video games must start with target user profiles that include different abilities.
- Clarity over cleverness—clear components, iconography, and a bag-shaped board reduce cognitive load; games should prioritize unambiguous UI and affordances.
- Tactile and multimodal feedback—physical tokens and textures guide play; digital games should mirror this with haptics and adaptive triggers, sound cues, and visual emphasis.
- Optional complexity—simple core loop, optional layers; games should make advanced mechanics opt-in.
- Modular accessibility—Sanibel’s physical design adapts to players’ needs; software should allow remapping and alternative inputs without compromising design.
Experience and context: Why these ideas matter in 2026
By early 2026 the industry has shifted from “accessibility as an add-on” to “accessibility as a competitive advantage.” Platforms, middleware, and third-party tools matured through 2024–2025, making it faster and cheaper to ship inclusive features. Players expect remappable controls, integrated captioning, and low-motion modes as baseline. For teams still juggling limited sprints and legacy code, Sanibel’s simplicity is a model: start small, deliver high-impact changes, and iterate with real users.
Evidence from recent trends
- Wider adoption of platform-level tools: consoles and PC storefronts now surface accessibility options during onboarding.
- AI-driven personalization: auto-captioning and adaptive UI scaling became mainstream in 2025, enabling near real-time customization for players.
- Hardware diversity: adaptive controllers, modular thumbsticks, and third-party remapping layers are common in the ecosystem, so games must interoperate cleanly.
From shells to screens: Mapping Sanibel’s design choices to game UX
Sanibel’s board components—clear icons, tactile tokens, bag-shaped player boards, and a simple objective—reduce ambiguity and invite more players to participate. Below is a practical translation of each element to digital design.
1. Clear affordances & iconography → readable UI and scalable HUD
Sanibel uses big, readable pieces. In games, that becomes:
- Legible typography and scalable HUD: expose text size, UI scaling, and contrast sliders in the accessibility menu.
- Icon redundancy: pair icons with short labels and optional voice-over descriptions.
- Consistent affordances: make interactive elements visually distinct (motion, glow, outline) and avoid relying on color alone.
2. Tactile tokens → multimodal feedback
Physical games use touch to communicate; digital titles can replicate that with a layered feedback system:
- Haptics and adaptive triggers: use subtle vibration patterns to confirm actions. On platforms without haptics, pair with audio beeps and visual flashes.
- Sound design as a navigation tool: unique cues for menus, confirmations, and errors help visually impaired players and those with cognitive load.
- Optional audio descriptions: a toggle to vocalize on-screen changes (e.g., loot found, objective tick).
3. Optional complexity → layered tutorials and modes
Sanibel’s core loop is approachable but supports depth. Apply the same to games:
- Progressive disclosure: present only essential controls initially; reveal advanced features as the player opts in.
- Mode presets: include a “Simplified Game” mode that reduces timers, automates niche mechanics, and highlights objectives.
- Saved accessibility profiles: allow players to export/import settings, so they don’t need to reconfigure per device.
4. People-first testing → inclusive QA and playtests
Hargrave’s design choices were informed by real people. Copy that process:
- Recruit diverse playtesters: include players with motor, sensory, and cognitive differences early and across sprints.
- Accessibility bug triage: treat accessibility regressions as high priority; add them to the main backlog rather than a separate list.
- Telemetry and metrics: anonymized signals (drop-off points, remapped control use) help identify friction areas for continuous improvement.
Controller ergonomics: Lessons from a board game bag
Sanibel’s bag-shaped player boards normalize reach and organization. Controllers can do the same—design physical and software affordances that reduce strain and make input predictable.
Practical controller design & mapping rules
- Primary actions within comfortable reach: map essential actions to face buttons and primary triggers—avoid burying key functions behind combo presses.
- Remapping and presets: provide a range of remap presets (left-handed, one-thumb, limited mobility), and let players save custom layouts.
- Dead zone tuning & sensitivity presets: include a simple slider and an advanced calibration routine for thumbstick dead zones and trigger thresholds.
- Adaptive UI for alternate inputs: when a player connects an adaptive device (e.g., Xbox Adaptive Controller), detect it and suggest a compatible control preset on first-run.
- Grip and posture tips: short, optional in-game guidance can recommend wrist breaks and posture adjustments for long sessions.
Hardware compatibility guide: what to support in 2026
Players expect games to work across a wide hardware spectrum. Prioritize these platforms and features:
- Adaptive controllers: support the Xbox Adaptive Controller and modern third-party switch interfaces—expose explicit mapping profiles.
- PC flexibility: fully support Steam Input, Steam Deck controller layouts, and native remapping APIs on Windows and Mac.
- Console accessibility: honor platform-level remapping APIs (PlayStation, Xbox, Nintendo) and integrate with system captions and speech-to-text where available.
- Mobile accessibility: provide large-touch button options, stylus support where relevant, and assistive touch profiles.
2025–26 accessibility accelerators you should use
The accessibility landscape has evolved quickly. Here are tools and trends that make implementation faster and more reliable in 2026.
- AI-assisted captions & transcription: use cloud or edge AI to generate captions and short summaries of complex in-game events. These tools are mature enough to be production-grade for many titles.
- Middleware for remapping: several middleware vendors now provide tested remapping layers that detect adaptive hardware and surface configuration UIs.
- Automated contrast & icon checks: integrate static checks into your pipeline to catch low-contrast UI elements before QA.
- Accessibility SDKs: many engines provide plug-and-play components for captions, audio descriptions, and control remapping. Use them to reduce development overhead.
Case study: How a small indie studio applied Sanibel principles
One indie studio reworked its 2024 puzzle-platformer in 2025. They adopted four Sanibel-inspired moves:
- Added a “Simplified Mode” that removed time pressure and highlighted interactable objects.
- Implemented full control remapping and shipped remap presets for adaptive devices.
- Introduced optional audio descriptions and haptic confirmations for critical events.
- Ran monthly playtests with disabled players and prioritized the most common pain points.
Results: 12% engagement lift in accessibility presets, a 30% drop in early-game abandonment, and positive press from accessibility-focused outlets. The indie’s approach shows that top-line improvements can be shipped in months, not years.
Practical checklist: Ship accessible UX in an 8-week sprint
Use this condensed roadmap to make measurable accessibility progress in two months.
- Week 1—Identify critical use cases & recruit 4–6 diverse playtesters.
- Week 2—Add UI scaling, contrast slider, and one preset remap (left-handed or one-thumb).
- Week 3—Implement simple haptic/audio cues for core actions and one audio-description toggle.
- Week 4—Run playtests, collect issues, and prioritize the top ten accessibility bugs.
- Week 5–6—Ship fixes: remapping UI, dead-zone calibration, and preset profiles for adaptive hardware.
- Week 7—Add AI captions or integrate platform captioning APIs; test accuracy in typical in-game contexts.
- Week 8—Final QA, update documentation, and release patch notes highlighting accessibility improvements.
Testing and measurement: How to know you succeeded
Outcomes matter. Track these KPIs to measure accessibility impact:
- Drop-off reduction: decreased abandonment in tutorial/early levels for players using accessibility presets.
- Adoption rate: percentage of players enabling scaling, remap, or simplified modes.
- User-reported satisfaction: qualitative feedback from accessibility playtests and helpdesk tickets.
- Compatibility coverage: number of adaptive devices and system APIs successfully supported.
Authoritativeness: Standards and resources to adopt now
Reference established resources as you build. These are living documents and communities that can inform design decisions and testing protocols:
- Game Accessibility Guidelines — practical recommendations for cognitive, motor, and sensory accessibility.
- Platform developer docs — PlayStation, Xbox, Nintendo, and Steam each publish accessibility guidance and APIs.
- Accessibility testing services and consultants — bring in lived-experience testers early; their feedback shortens iteration cycles.
"When I’m not gaming, I’m often outside, and if I’m going to work on a game for a year, I want it to be about something I’m into," Elizabeth Hargrave said in a developer interview—an example of designing from lived experience, not assumptions.
Common objections & how to address them
Teams often cite time, cost, and scope creep. Here are short rebuttals and mitigations:
- "It will blow up scope"—start with presets and a small set of high-impact features (scaling, remap, captions) and iterate.
- "Our audience doesn't need it"—data shows accessibility features increase retention and attract underserved player segments.
- "It’s technically hard"—leverage engine features and third-party SDKs; many tasks now require configuration, not custom engineering.
Final recommendations: Make accessibility a design habit
Sanibel is a reminder that accessible design needn’t be ornate or expensive—it's about deliberate, person-centered choices. Ship a baseline of accessible features early. Prioritize clarity, multimodal feedback, and flexible controls. Partner with real players and iterate publicly. In 2026, accessibility is not only the right thing to do—it’s a direct route to better UX, broader markets, and stronger reviews.
Actionable takeaways to implement this quarter
- Run an accessibility audit focused on HUD legibility and remappable controls.
- Ship one accessibility preset (Simplified Mode) and one remapping profile in your next update.
- Recruit at least four players with varied needs for continuous playtesting.
- Integrate platform captioning or an AI captioning SDK for in-game dialogue and events.
Call-to-action
Ready to apply Sanibel’s lessons to your next release? Start with our Compatibility Checklist and curated adaptive controller bundles at GamingBox—tested for common accessibility presets and updated for 2026 standards. If you want hands-on help, request our Accessibility Audit and we’ll map a two-month roadmap aligned to the checklist above.
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