REANIMAL -DEMO

An Accessibility Case Study

CLIENT

School Project

SERVICE

UX/UI

YEAR

2025

TIME

1 week

Introduction

Introduction

REANIMAL recently released its first demo, a game I’ve been eagerly waiting for ever since it was announced! So, of course, I had to dive straight in to explore what accessibility features were already included and see how they could be expanded. I’m fully aware that this is not the final version of the game and that more features will likely be added on release, but I still wanted to explore how the demo could better support different players. Inspired by the strong accessibility design in Little Nightmares III, I focused on improving and re-imagining features across visual, auditory, motor, and cognitive categories to make the experience more comfortable, inclusive, and enjoyable for everyone.

Research - Analyze - Re-Imagine

Research -
Analyze - Re-
Imagine

Research - Analyze - Re-
Imagine

I began by researching similar games such as Little Nightmares III, and also games like Dredge and Lost in Random to understand how they approach accessibility and what features they offer. My main focus was on Little Nightmares III, since it has a strong balance between atmosphere and accessibility. After that, I played through the REANIMAL demo several times, taking notes and analyzing what could be improved within the visual, auditory, motor, and cognitive categories. This helped me identify areas where small but meaningful changes could make the experience more inclusive and comfortable for a wider range of players.


Original Audio Settings

Improved Audio Settings

The settings were the first thing I looked at,

founding that the audio settings needed to be

improved.


  • Only having the master volume to adjust.

For my improved version, I added more sliders so

the players can tweak the sound to what works

best for them.


  • Added Music volume, SFX volume and Character

voices volume sliders.


  • Helps players with auditory sensitivities fine-tune

    volume levels to a comfortable range.

Improved Audio Settings

The settings were the first thing I looked at, founding that the audio settings needed to be improved.


  • Only having the master volume to adjust.

Original Audio Settings

For my improved version, I added more sliders so the players can tweak the sound to what works best for them.


  • Added Music volume, SFX volume and Character

voices volume sliders.

  • Helps players with auditory sensitivities fine-tune

    volume levels to a comfortable range.

ORIGINAL AUDIO SETTINGS

IMPROVED AUDIO SETTINGS

Original Subtitle

The second thing that I wanted to improve upon were
the lack of indication of who is speaking, since the child's voices were almost the same this is something that would be good to help players follow
the story.


  • No speaking labels.

  • Children’s voices almost the same.

Re-Designed Subtitle

In my re-design I added a few improvements that can help with understanding, and visibility for those with low vision.


  • The ability to change font size and color.


  • The ability to change speaker label color.


  • The ability to add a background with opacity settings for the subtitle.

Original Subtitle

Re-Designed Subtitle

The second thing that I wanted to improve upon were
the lack of indication of who is speaking, since the
child's voices were almost the same this is
something that would be good to help players follow
the story.


  • No speaking labels.

  • Children’s voices almost the same.

In my re-design I added a few improvements that can
help with understanding, and visibility for those with
low vision.

  • The ability to change font size and color.


  • The ability to change speaker label color.


  • The ability to add a background with opacity

settings for the subtitle.

Original Sneak Action

Re-Designed Sneak Action

When It comes to actions like sneak, sprint and
crouch, the only option was to hold down the button.


  • Requires players to hold down the button

to stay sneaking.

  • Can be physically demanding for players with

limited grip strength or motor control.

  • Increases fatigue and discomfort during longer

gameplay sessions.

  • No alternative option for players using adaptive or

one-handed controllers.

In my re-design I added a toggle option for these
actions.

  • Added a toggle option (press once to sneak, press

again to stop).

  • Reduces strain and allows smoother, more

comfortable control.

  • Makes the game more accessible for players with

motor or mobility impairments.

  • Keeps gameplay functionality identical while

offering more flexibility and choice.

Original Game

Added Content Notice

No warning appears before intense moments, which
can be stressful or confusing for some players.


  • The event starts suddenly, giving no time for

sensitive players to prepare.

  • Players with cognitive difficulties may feel

overwhelmed without a short warning before
stressful events.

To make the experience more comfortable for players
who might find certain moments stressful, I added a
small notice that appears right before the event starts.
This gives players a chance to prepare and stay in
control of their experience.

  • Added a small trigger warning popup before

stressful or intense events.

  • Appears briefly in the corner to keep immersion

intact.

  • Able to toggle ON/OFF in settings.


  • Helps players with cognitive disabilities or anxiety

prepare mentally for upcoming moments.

  • Gives players the choice to lower the volume or

pause before the event starts.

  • Promotes a safer and more inclusive experience without altering gameplay.

Original Game

Re-Imagined Closed Captions

I found that no visual cues are provided for important
sounds, making it harder for players with hearing
impairments to follow what’s happening.


  • Only dialogue was shown , no captions for

sound effects or ambient audio.

  • Players with hearing impairments missing

important gameplay cues.

  • Harder to understand tone, danger, or atmosphere

without sound context.

  • No customization for text size, contrast,

or background.

To make the game more accessible for players with
hearing impairments, I added closed captions that
describe important sounds and ambient cues.

  • Added sound descriptions for key ambient

and gameplay audio.


  • Clear, high-contrast text with optional background

and color choice for better visibility.

  • Improves awareness and immersion for players

with auditory disabilities.

  • Helps players with cognitive difficulties process

sound information visually.

  • Enhances accessibility without changing

gameplay balance or tone.

Designed Accessibility settings with High-contrast mode and the ability to enable
prompts and hints.

Settings: OFF



Settings: ON

  • Players can choose colors for categories

such as:

  • Player Character

  • Friendly Characters

  • Enemies

  • Obstacles

  • Interactive Objects


  • Helps players identify important elements faster,

especially in low-light or visually cluttered scenes.

  • Reduces visual strain and improves navigation for

players with low vision, color blindness,
or cognitive processing difficulties.

Original Game

Added High-contrast Mode

The original game’s moody lighting fits the
atmosphere but can make it difficult for some
players to see important characters and objects
clearly.

Added a High-Contrast Mode that highlights important
elements in distinct, customizable colors.

Original Game

Added Prompt & Hint settings

In the game there were no clear prompts
or hints, which made it difficult for players to know
what objects could be interacted with or what
to do next.


  • The game didn’t display clear interaction prompts,

making it harder for players to know what could be
interacted with or what button to press.

  • Without visual or text hints, some players might

miss important objects or get stuck on puzzles.


I added clear button prompts and optional hint text that
can be turned on in the accessibility settings,
helping players easily understand interactions and
objectives (shown in the previously picture).


  • I added clear button prompts and optional hint text that can be turned on in the accessibility settings,
    (shown in the previously picture).

    • Added interaction prompts that show both

    the button input and contextual text (“ Press X to Open”).

    • These prompts can be enabled or disabled under Accessibility Settings, giving players control over how much on screen help they want.


    • Introduced a hint text option that displays short

    descriptions or guidance for nearby objectives
    or items.

    • Helps players with cognitive and learning

    difficulties by reducing confusion and keeping
    gameplay progression clear and accessible.

Analysis & Learnings

Analysis & Learnings

This little project really sparked a flame in me! Exploring accessibility in games made me realize just how important it is to create experiences that everyone can enjoy. After researching different disorders and accessibility needs, I truly understand why it’s so meaningful to make sure no player is left out. I found a special interest in cognitive accessibility, especially features like content warnings and hints , as they can make a big difference for players who love horror games but might struggle with certain triggers.

Thank you for reading!

Thank you for reading!

© 2025 JB

Josefinberntsson91@gmail.com

© 2025 JB

Josefinberntsson91@gmail.com

© 2025 JB

Josefinberntsson91@gmail.com

Original Sneak Action

When It comes to actions like sneak, sprint and crouch, the only option was to hold down the button.


  • Requires players to hold down the button to stay sneaking.


  • Can be physically demanding for players with limited grip strength or motor control.


  • Increases fatigue and discomfort during longer gameplay sessions.


  • No alternative option for players using adaptive or one-handed controllers.





Re-Designed Sneak Action

In my re-design I added a toggle option for these actions.


  • Added a toggle option (press once to sneak, press again to stop).


  • Reduces strain and allows smoother, more comfortable control.


  • Makes the game more accessible for players with motor or mobility impairments.


  • Keeps gameplay functionality identical while offering more flexibility and choice.

Original Game

No warning appears before intense moments, which can be stressful or confusing for some players.


  • The event starts suddenly, giving no time for sensitive players to prepare.


  • Players with cognitive difficulties may feel overwhelmed without a short warning before stressful events.

Added Content Notice

To make the experience more comfortable for players who might find certain moments stressful, I added a small notice that appears right before the event starts. This gives players a chance to prepare and stay in control of their experience.


  • Added a small trigger warning popup before stressful or intense events.

  • Appears briefly in the corner to keep immersion intact.

  • Able to toggle ON/OFF in settings.

  • Helps players with cognitive disabilities or anxiety prepare mentally for upcoming moments.

  • Gives players the choice to lower the volume or pause before the event starts.

  • Promotes a safer and more inclusive experience without altering gameplay.

Original Game

I found that no visual cues are provided for important sounds, making it harder for players with hearing impairments to follow what’s happening.


  • Only dialogue was shown , no captions for sound effects or ambient audio.


  • Players with hearing impairments missing important gameplay cues.


  • Harder to understand tone, danger, or atmosphere without sound context.

Re-Imagined Closed Captions

To make the game more accessible for players with hearing impairments, I added closed captions that describe important sounds and ambient cues.


  • Added sound descriptions for key ambient and gameplay audio.


  • Clear, high-contrast text with optional background and color choice for better visibility.


  • Improves awareness and immersion for players with auditory disabilities.

  • Helps players with cognitive difficulties process sound information visually.


  • Enhances accessibility without changing gameplay balance or tone.

Designed Accessibility settings with High-contrast mode and the ability to enable
prompts and hints.

Settings: OFF


Settings: ON


  • Players can choose colors for categories such as:

  • Player Character

  • Friendly Characters

  • Enemies

  • Obstacles

  • Interactive Objects


  • Helps players identify important elements faster, especially in low-light or visually cluttered scenes.


  • Reduces visual strain and improves navigation for players with low vision, color blindness, or cognitive processing difficulties.

Original Game

The original game’s moody lighting fits the atmosphere but can make it difficult for some players to see important characters and objects
clearly.

Added High-contrast Mode

Added a High-Contrast Mode that highlights important elements in distinct, customizable colors.

Original Game

In the game there were no clear prompts or hints, which made it difficult for players to know what objects could be interacted with or what to do next.


  • The game didn’t display clear interaction prompts, making it harder for players to know what could be interacted with or what button to press.

  • Without visual or text hints, some players might miss important objects or get stuck on puzzles.


Added Prompt & Hint settings

I added clear button prompts and optional hint text that
can be turned on in the accessibility settings, helping players easily understand interactions and
objectives (shown in the previously picture).


  • I added clear button prompts and optional hint text that can be turned on in the accessibility settings, (shown in the previously picture).


    • Added interaction prompts that show both the button input and contextual text (“ Press X to Open”).


    • These prompts can be enabled or disabled under Accessibility Settings, giving players control over how much on screen help they want.


    • Introduced a hint text option that displays short

    descriptions or guidance for nearby objectives or items.


    • Helps players with cognitive and learning difficulties by reducing confusion and keeping gameplay progression clear and accessible.