Lau Korsgaard
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laukorsgaard.bsky.social
Lau Korsgaard
@laukorsgaard.bsky.social
Lead Game Designer @ Massive Entertainment. 3Cs and systems in Avatar Frontiers of Pandora. Previously doing weird stuff with controllers in NAPNOK and Copenhagen Game Collective
Reposted by Lau Korsgaard
Also: networking as a dedicated activity isn’t real.

Effective networking is just building real relationships. Friendships, co-workers, collaborators, partners. Shared experiences. That is where a network comes from

You can’t force it and going to GDC with that goal won’t work
January 4, 2025 at 8:44 AM
Yeah, know the feeling. Just for design.
December 11, 2024 at 9:03 AM
The wild thing is that he was also an aspiring dev - apparently interned at Firaxis.

Some of us might know him 👀
Healthcare CEO shooting suspect Luigi Mangione has connections to the videogame industry, claims to have worked on Civilization 6
Luigi Mangione has now been charged with the murder of UnitedHealthcare CEO Brian Thompson.
www.pcgamer.com
December 10, 2024 at 3:54 PM
The story is written:
December 10, 2024 at 3:52 PM
This looks like my jam
December 7, 2024 at 11:42 PM
Finally we have high fidelity realitme dynamic raytraced light in our games!

Let's keep "tall grass" as the only way to hide.
December 5, 2024 at 7:15 PM
Really? I hear everyone within Ubi talk about how much we lack animators and tech animators on our projects?
December 4, 2024 at 6:46 AM
Reposted by Lau Korsgaard
so many studio closures and layoffs in the last couple years, and many of the groups that still exist are in their final round right now, and culturally the vibe among players mostly seems like "fuck devs. if they shut down, good". when there's nothing new to play they will not amend this position
December 1, 2024 at 6:16 AM
And it is not that I feel this controller is better than let's say a Dualsense - it is just that it is so damn reliable.
December 3, 2024 at 5:27 PM
So to conclude: A good traversal experience in games is more than the classic 3Cs (camera, controls, character), it is also crafted by the SPACE you move in, the ACTIVITIES it offers and the FANTASY it creates.

End of long thread
December 3, 2024 at 2:06 PM
We did one more thing that is worth calling out: we doubled down on the fantasy of a personal bond to an animal. We added lots of small flavor animations and voice lines where the player character and mount reacts and responds to the contexts around them. Players have received this very well.
December 3, 2024 at 2:06 PM
Smash also plays a key role in giving you micro distractions. Instead of airspace and ground being separate spaces, smash it opens a full range of open world gameplay and meaningful exploration. Defeat enemy installations by smashing ingredients, Loot by smashing containers, harvest by smashing pods
December 3, 2024 at 2:06 PM
We want the player to ask themselves "what more can I smash?", "what places can I launch myself to?". Especially "Launch" is especially a skill that allows player expression. You can do cool stuff like, launch yourself in air, shoot a helicopter and land on the ikran again.
December 3, 2024 at 2:06 PM
It was very important to design both of these skills as general "verbs" - not abilities to solve specific problems. We do onboard the skills on the main quest, and they both play a key role in moving the story forward, but they are broader than that.
December 3, 2024 at 2:06 PM
On the core controls we only added a few new critical skills that open up the toolbox for what the player can DO in the air. The "smash" ability lets you hammer into things and destroy them, and the "launch" ability is an in-air dismount that just launches the player forward in air.
December 3, 2024 at 2:06 PM
We crafted a world for flying. The world team created a vertical mountain canyon region... It is essentially Manhattan with tall spire mountains instead of skyscrapers, canyon rivers instead of roads. You can still go all the way up and above things, but often flying around stuff is more efficient.
December 3, 2024 at 2:06 PM