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Lau Korsgaard, lead designer at Massive Entertainment, talked about the creative process behind Avatar: Frontiers of Pandora

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Korsgaard is the lead designer at Massive Entertainment since 2020, who worked on major projects like Avatar Frontiers of Pandora. He took the chance during the Nordic Game Spring 2024 in Sweden to talk about the game’s creative design, which released in 2023.

Avatar Frontiers of Pandora is set in the same universe as James Cameron’s films but follows a different storyline. You play as a Na’vi child, kidnapped by the RDA, who escapes and must relearn the ways of the Na’vi to unite the clans and fight back against the RDA. This first-person action-adventure RPG explores themes of being alien in your own land and living in harmony with nature.

“One of our major design challenges was to create a harvesting system that respects the Na’vi’s symbiotic relationship with nature, avoiding the exploitative patterns typical in many games. We established three guiding principles: quality over quantity, power from nature, and effort in harvesting.”

Avatar Frontiers of Pandora - Crafting Table
Screenshot taken from IGN

“While working on Avatar’s harvesting mechanics, I found inspiration in a new hobby—plant dyeing. My wife, a fashion designer, began practicing plant dyeing, and I joined her, learning the craft and foraging for materials. This experience gave me a new perspective on being in nature with a purpose,” said Korsgaard.

Korsgaard explained that plant dyeing involves collecting plants, boiling them to extract dyes, and dyeing textiles. He described the process as almost magical, transforming simple materials into beautiful, colored fabrics. This hands-on, purposeful interaction with nature influenced his approach to game design, emphasizing a deeper connection and respect for the environment.

“In Avatar, we implemented a system where players use their Na’vi senses to identify and learn about plants. This knowledge enriches the player’s experience, much like learning about plants in real life. We wanted players to feel a sense of purpose and adventure when foraging, making each journey meaningful and rewarding.”

The final crafting system allows players to trace the materials they collect all the way to the finished product, giving each item a story and a connection to the player’s journey. This approach encourages players to be mindful and respectful of their environment, aligning with the Na’vi ethos.

To conclude, Korsgaard stated, “The journey from indie development to working on major titles has taught me the importance of holding and defending the experience goals in game design. As game designers, our role is to ensure that every mechanic and decision supports the overall experience we want to deliver.”

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