UESL Accessible Game Maker helps participants create and play games through a clear, accessible workflow. Our sprint focuses on making the existing editor easier to understand without replacing its game engine, accessibility tools, or save system.


Project Direction
Current strengths

The project already includes a drag-and-drop editor, Canvas game engine, accessibility settings, preview controls, and local or account-based saves.

User problem

First-time participants can face too many technical choices at once, making it difficult to reach a confident first playable result.

Sprint direction

Add a guided mode that presents one meaningful choice at a time while keeping the advanced editor available. The sprint excludes multiplayer, AI generation, uploads, accounts, publishing, and new backend systems.



Six-step experience

01 · Start

Create a new game or restore a clearly labeled browser draft.

Done when: either path reaches the builder without losing valid work.

02 · Choose

Name the game and select the supported platform-runner template.

Done when: missing fields show a useful correction and preserve other choices.

03 · Customize

Choose a visual theme, challenge level, and game speed through clear controls.

Done when: Back and Continue preserve every valid selection.

04 · Accessibility

Apply a preset, then adjust contrast, motion, control size, or speed individually.

Done when: at least three settings visibly change the preview.

05 · Preview

Start, pause, reset, and exit one proven game-engine template.

Done when: a preview failure returns safely to the builder.

06 · Save

Review the configuration, edit a choice, and save a compatible local draft.

Done when: refresh, restore, and corrupted-data recovery pass.



Team ownership

Each teammate owns implementation, testing, review, revision, and portfolio evidence for one complete part of the workflow.

Rohan Chandra · Developer

Own the guided builder interface and navigation between the six steps.

  • Build semantic, responsive builder states.
  • Connect controls to the shared state.
  • Test keyboard order, Back behavior, mobile, and zoom.

Done when: the full path preserves choices and never relies on color alone.

Rohan's Issue
Ishan Srivastava · Scrum Master / Developer

Own the accessible preview while coordinating the sprint and integration checkpoints.

  • Build presets and stable preview controls.
  • Run standups and maintain the Kanban board.
  • Lead reviews, unblock dependencies, and record revisions.

Done when: three settings affect the preview and every sprint gate has evidence.

Ishan's Issue
Adhvay Iyer · Developer

Own configuration, validation, browser drafts, and the adapter to the existing game data.

  • Define the shared builder-state contract.
  • Build the parameterized configuration procedure.
  • Test missing, conflicting, valid, and corrupted data.

Done when: valid input becomes a compatible preview configuration and drafts restore safely.

Adhvay's Issue



Planning and iteration

Two-week Sprint
Week 1 · Prove the path
  1. Audit reuse points and agree on the shared state.
  2. Build each teammate's smallest working slice.
  3. Integrate Start through Preview.
  4. Record teacher or peer feedback in the issue.
Week 2 · Revise and verify
  1. Correct interaction and integration problems.
  2. Complete save, restore, and preview recovery.
  3. Test keyboard, phone, zoom, and invalid data.
  4. Deploy, teammate-verify, demonstrate, and reflect.
Kanban and reviews

Backlog → In Progress → Code Complete → Deployed → Verified.

Each pull request links its issue, lists its tests, receives teammate review, and records the resulting revision.



Testing and CSP evidence

Demo Readiness
Final demo path

Create a named game → apply an accessible preset → override one setting → preview → save → refresh → restore.

Acceptance checks

Keyboard and focus · reduced motion · 200% zoom · phone and desktop · validation · corrupted-draft recovery · preview controls · save and restore.

CSP evidence

Issues, commits, Kanban movement, teammate reviews, feedback, and correcting revisions document collaboration and iteration.

Inputs are game and accessibility choices. Events navigate, validate, preview, save, and restore. Outputs are feedback and configured gameplay. Data is stored in one builder-state object.