Avatar: Frontiers of Pandora is out December 7 on PlayStation 5, Xbox Series X|S, Amazon Luna, and PC through Ubisoft Connect. Developer Massive Entertainment, a Ubisoft Studio, wants to ensure that its adventure can be played by as many people as possible through a variety of accessibility options.
Ubisoft News spoke with Senior UX Designer Sandra Madsen to learn more about the team’s approach to accessibility.
The Avatar universe has a huge fanbase. When approaching accessibility for Avatar: Frontiers of Pandora, how did you aim to reach as much of this fanbase as possible?
Sandra Madsen: Working on an IP with such a diverse fanbase does come with certain expectations, as we want as many people as possible to live out their personal Avatar fantasy without friction.
We discussed accessibility early in development on a project level, as well as within our teams and with the internal accessibility team at Ubisoft. Mixed with frequent testing, we have kept a close eye on features as they were developed, with a mindset that we need to be able to provide a good gameplay experience for all players who want to pick up the game, without needing to engage in layers of complexity.
How granular are your accessibility options in Avatar: Frontiers of Pandora? Could you give us an example of a feature where players have multiple options?
SM: Some of our most extensive accessibility work has been placed on being able to adjust the controls of the game – allowing players to remap controller and keyboard controls, with various states such as clicks, short or long holds or chords. In addition, we offer various controls presets, inversion options for our camera controls, aim assists, and controls sensitivity options.
Many of our