2013 Savannah College of Art and Design Thesis Document Award Winner

Color Vision Deficiency and Video Games
A solution for designing for protan and deutan players

As video games and their creation pipeline evolve, it is necessary to address the accessibility of players with a form of either red or green color vision deficiencies.

By analyzing previous game failures as well as games that have made attempts to address the issue, a workflow that is implemented throughout the creation pipeline can be devised and used to assist in increasing accessibility for duetan and protan players.

By using an in-game simulator that reproduces how the screen appears for the most common forms of color vision deficiency, it is possible for normal vision designers and artists to visualize what is being seen by color vision deficient players, and therefore, choose colors appropriately in the early stages of the game’s development.

The second method used to address the issue is known as daltonization. This process takes the simulation as before, but applies another calculation that shifts the color range back into what is visible by a red or green color vision deficient player.

This corrective process can be applied in two ways; either on a per object basis through a custom material node or as a post process that affects the entire game world. Both the in-game simulator and daltonization process have been adapted and applied for use within the Unreal engine.


View the thesis in its entirety through the SCAD Library collection here:
Color Vision Deficiency and Video Games