UI/UX, Accessibility, and Publishing
Design intuitive game interfaces, implement accessibility features, and plan your publishing strategy — from Steam wishlisting to community building and launch.
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🔄 Quick Recall: In Lesson 6, you balanced your game’s difficulty and economy, added juice and polish, and designed tension-release pacing. Now you’ll make the game navigable, accessible, and ready for players to find and buy.
Game UI/UX Design
Game UI has a unique challenge that regular software doesn’t: it must provide information without pulling the player out of the game world.
HUD Design
Design the HUD for my game:
Game: [your concept]
Genre: [type]
Camera perspective: [top-down, side-scroll, first-person, third-person, isometric]
Critical info the player needs during gameplay: [list]
Design a layered HUD system:
PRIMARY LAYER (always visible, minimal):
- What 2-3 pieces of information are life-or-death?
- Position them at screen edges where they don't obstruct gameplay
- Use icons over text where possible
SECONDARY LAYER (on-demand, one button press):
- What info does the player check periodically? (map, inventory, quest log)
- How does it appear? (overlay, pause menu, slide-in panel)
TERTIARY LAYER (deep menus):
- What stats do completionists and power players want?
- Settings, detailed stats, codex/lore entries
Also specify:
- Font family and size (must be readable at minimum supported resolution)
- Color scheme (must work in all game environments — bright and dark)
- Animation behavior (how HUD elements appear, update, and respond to events)
Menu Design
Design the menu system for my game:
Screens needed:
1. Main menu (title screen)
2. Settings menu (audio, video, controls, accessibility)
3. Pause menu (resume, settings, save, quit)
4. Inventory / character screen (if applicable)
5. Save/load screen
For each screen:
- Layout (what goes where)
- Navigation flow (how the player moves between options)
- Visual style (matches game aesthetic or clean/separate?)
- Keyboard AND controller navigation (both must work)
- Animation transitions between screens
Key UX rules:
- Every screen has a clear "back" action
- No dead ends (player can always navigate away)
- Settings changes apply immediately with preview
- Save confirmation before quitting
✅ Quick Check: Why should every settings change apply immediately with a preview?
Because players are adjusting settings to fix a problem they’re experiencing right now — screen too dark, music too loud, controls uncomfortable. If changes only apply after confirming and returning to gameplay, players must exit settings, test, decide it’s wrong, re-enter settings, adjust again. Immediate preview lets them dial in the right setting in one session.
Accessibility Implementation
The IGDA Game Accessibility SIG identifies these as the most impactful accessibility features:
Design an accessibility system for my game:
Game: [your concept]
Core interactions: [what the player does physically — button presses, mouse movements, timing requirements]
Implement these accessibility categories:
VISUAL:
- [ ] Colorblind mode (deuteranopia, protanopia, tritanopia filters)
- [ ] High-contrast UI option
- [ ] Adjustable HUD element sizes
- [ ] Screen reader support for menus (if possible)
- [ ] Subtitles with speaker identification, adjustable size, and background opacity
MOTOR:
- [ ] Full control remapping (keyboard, controller, mouse)
- [ ] Adjustable input sensitivity
- [ ] Toggle vs hold options for sustained actions
- [ ] One-handed play options (if feasible)
- [ ] Auto-aim or aim assist options
COGNITIVE:
- [ ] Difficulty settings with clear descriptions (not just Easy/Normal/Hard)
- [ ] Tutorial skip option
- [ ] Objective markers and waypoints (toggleable)
- [ ] Simplified control option
AUDIO:
- [ ] Visual cues for important audio events
- [ ] Subtitle support for all dialogue and important sounds
- [ ] Separate volume sliders (music, SFX, dialogue, ambient)
- [ ] Mono audio option
For each feature, note implementation complexity (low/medium/high) and priority (must-have/nice-to-have).
Start with the highest-impact, lowest-effort features: subtitle customization, control remapping, and separate volume sliders. These three alone significantly expand your player base.
Publishing Strategy
Platform Selection
| Platform | Best For | Revenue Split | Audience |
|---|---|---|---|
| itch.io | Early access, community building, niche games | You choose (0-100%) | Indie enthusiasts |
| Steam | Commercial release, mainstream audience | 70/30 (75/25 after $10M, 80/20 after $50M) | Mainstream gamers |
| Epic Games Store | Premium releases | 88/12 (100/0 for first $1M) | Cross-platform players |
| Console stores | Broadest audience | 70/30 typical | Console players |
Recommended strategy: Build on itch.io for early feedback → Launch on Steam for commercial release.
Pre-Launch Checklist
Create a pre-launch marketing plan for my indie game:
Game: [title]
Genre: [type]
Unique selling point: [what makes it special in 1 sentence]
Target launch date: [when]
Budget: [marketing budget, even if $0]
Generate a timeline:
6 MONTHS BEFORE LAUNCH:
- Steam page setup (capsule art, screenshots, description)
- Social media accounts (what platforms, posting cadence)
- Presskit preparation (what to include)
- Developer blog or devlog plan
3 MONTHS BEFORE:
- Demo release strategy (Steam Next Fest, itch.io)
- Content creator outreach (who to contact, how)
- Community building (Discord, Reddit, forums)
- Wishlist campaigns
1 MONTH BEFORE:
- Final trailer production
- Press release distribution
- Review copy timing
- Launch day plan
LAUNCH WEEK:
- Monitoring and responding to feedback
- Bug fix priority system
- Community engagement plan
- Post-launch content roadmap communication
Include specific, actionable tasks for a solo developer with limited budget.
The Steam Page
Your Steam store page is your most important marketing asset. 70-80% of lifetime revenue comes in the first two weeks — and wishlist count directly drives that launch performance.
What converts Steam visitors to wishlists:
- A trailer that shows gameplay (not cinematic) in the first 5 seconds
- Screenshots that represent actual gameplay (not staged)
- A description that communicates the core experience in the first paragraph
- Tags that accurately match your genre (so the algorithm shows your game to the right people)
- A demo that lets players try before committing
Exercise: Prepare Your Game for Players
- Design your HUD using the layered system prompt
- Implement at least 3 accessibility features (subtitles, remapping, volume sliders)
- Create your Steam/itch.io store page description
- Write a press kit with: game description, screenshots, developer bio, contact info
Key Takeaways
- Game UI uses layered architecture: primary (always visible), secondary (on-demand), tertiary (deep menus)
- Settings should apply immediately with preview — players are solving a problem in real-time
- Accessibility features (subtitles, remapping, volume sliders) benefit ALL players and expand your audience
- 70-80% of game revenue comes in the first two weeks — wishlisting and pre-launch marketing are critical
- Platform strategy: itch.io for community building and feedback, Steam for commercial launch
- Your Steam page is your most important marketing tool — gameplay trailers and honest screenshots convert
Up Next: In the final lesson, you’ll bring everything together to build a complete game — from concept through GDD, prototype, assets, narrative, balance, polish, and publishing.
Knowledge Check
Complete the quiz above first
Lesson completed!