Your build starts here
Replace bracketed details with your own goal, context, and checks. Keep the first build small enough to inspect.
Add a reduced-motion profile to [game or interactive scene]. Inventory camera shake, zoom, parallax, screen transitions, decorative movement, and action feedback. Identify which motion communicates essential timing or state and propose an understandable alternative for each affected cue.
Use the platform preference where supported and provide [the project’s intended in-game setting or override policy]. Make transitions between preferences predictable. Reduce nonessential movement without silently changing collision, cooldowns, scores, or other gameplay rules. Check whether pause, restart, and scene loading restore the chosen preference.
Verify a normal profile and reduced profile through the same short scenario. Include damage, success, failure, navigation, and a preference change during play. Check that crucial cues remain perceptible without relying only on a large camera movement. Report what changed, what stayed behaviorally equivalent, and remaining accessibility checks.Make this prompt yours
Adapt the preference mechanism to the actual platform. A reduced-motion profile is one part of accessibility testing.
You might also hear
- reduced motion
- camera shake
- motion sensitivity
- parallax
- game accessibility
The docs behind it
These references explain the underlying concepts and APIs. The prompt templates and project plans are original examples to adapt to your own setup.
Research sources reviewed .
Editorial review · October 28, 2026
Qualified: Original reduced-motion template. CSS preference detection is documented for the web; platform-specific support and in-game override rules must be chosen. Preserving gameplay rules is an acceptance requirement, not a claim of complete accessibility.