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Wireframe example for Accessibility Settings Menu
An example interpretation of the prompt
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Accessibility Settings Menu

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Design the game’s Accessibility menu as a dedicated settings screen players can reach from pause, title, or system settings. It should surface the most-used accessibility controls first, with subtitles and colorblind options immediately visible.

The screen needs to feel like part of the game, not a nested OS panel. Use game UI patterns, but keep the controls readable, large, and easy to scan with a controller or touchscreen.

Expand the core concept with a few additional accessibility features that fit a game menu: subtitle size, speaker labels, text scaling, UI contrast, motion reduction, and audio cues. Keep the list focused and relevant.

The interesting part is balancing depth with speed. Players should be able to change a setting, understand its effect, and back out without losing their place or digging through submenus.

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Group settings by what they change in play: text, vision, motion, and audio. That makes the menu faster to scan than one long flat list.

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