What if I get rejected?

Its about an internal identity crisis.

Ramanans storytelling inAvatar: Frontiers of Pandorareflects the kind of work shes dedicated her career to.

The games Ikran scene is the kind of real-world-inspired storytelling Ramanan has worked hard to propagate for so long.

You have to wrestle with who you are and who societythinksyou are.

I tried to draw from this struggle in my approach to telling the games story.

We wanted to make the player feel like they belong to Pandora, that they are Navi enough.

At its heart, theAvatarstory is about thepower of empathy.

Associate game designer Drew Rechner says that the teams primary goal was to make Pandora a hero in itself.

The developers wanted to establish a strong connection between the player and the game world.

It would be a shame if the player were blindly following UI markers constantly, Rechner explains.

We really want the players to take in the world without being distracted.

As for the Ikran flight, that was a different problem to solve entirely.

Your characters power literally comes from Pandora.

The Western Frontiers three regions are distinctive, but their differences run deeper than aesthetics alone.

That keeps things fresh and interesting as you progress through the game.

Its been really rewarding writing all of the backstories for our named characters.

They often dont agree on how to deal with issues and threats.

We worked really hard on the nuance of each characters behaviors and values.

Perhaps most vital to the game was the decision to present it from a first-person perspective.

Video games reach huge audiences and I consider them to be the modern storytelling medium, Ramanan says.