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PRINCE OF PERSIA: THE SANDS OF TIME

PROJECT DESCRIPTION

 

PROJECT HIGHLIGHTS

  • Core designer responsible for multiple features in a full production cycle.

  • Worked on Anvil to develop and refine feature prototypes.

  • Trained and managed multiple interns at once.

GAME SCREENSHOTS

TEAM
ROLE

TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
             
DURATION

CALENDER
Ubisoft India
3C Game Design, AI, and UI / UX 

Action-Adventure
3D, Third Person
Singleplayer
Anvil
PC and Consoles   
2+ Years
2019 January - 2021 March

Embark on a journey as the Prince to save your kingdom from the treacherous Vizier in this fully remade classic.

Originally released in 2003, experience a classic action-adventure remake featuring parkour, combat, and puzzles - while following one of the most compelling narratives ever told in gaming history.

The project was cancelled in 2026.

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MY EXPERIENCE

TOOLS

Anvil
Word
Excel
Visio
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce

While wrapping up the remaining edge cases on Starlink ahead of release, I was reassigned to a new, unannounced action-adventure title in pre-production: Prince of Persia: The Sands of Time.

MY RESPONSIBILITIES​

    PARKOUR

  • Owned player 3Cs, locomotion, parkour, and traversal system design.

  • Designed and implemented a complex targeted jump system.

  • Planned for parkour metrics according to the old game, and new animation requirements.

    INGREDIENTS

  • Designed all parkour ingredients, interactable, and traps as per the new game direction.

  • Tweaked values in-editor to achieve intended gameplay experiences.

  • Guided and supported several level designers in implementing parkour ingredients.

    NPC

  • Humanoid companion AI, and non-humanoid enemy design.

  • Designed all critter enemies as per new combat design direction.

  • Followed up with level-specific solutions to improve the combat gameplay experience.

    COMPANION AI

  • Designed all companion AI states.

  • Followed up with level-specific solutions to improve the companion AI gameplay experience. 

  • Tweaked all companion AI combat & non-combat behaviors.

  • Designed voice states for AI reactions, dynamic conversations, and gameplay feedback.

    UI / UX

  • Planned for accessibility features adhering to Ubisoft's accessibility first approach.

  • Designed UI flow and wireframes (FTUE, controls, video, audio, and graphics).

  • Designed the save system while following modern industry standards.

Beyond my responsibilities I also had my hands full with the following examples:​

    MISC.

  • Collaborated closely with the combat team to ensure gameplay consistency.

  • Planned and led feature presentations to drive discussion and alignment.

  • Maintained communication between managers, cross-disciplinary dependencies, and the Game Director to finalize implementations.

  • Actively followed up with level designers to ensure adherence to character, parkour, and ingredient metrics.

  • Analyzed playtest data and conducted focused testing to iterate on features.

  • Actively involved in bug fixing and prioritization through JIRA.

Following my departure, Ubisoft Montreal took over production. The project was cancelled in 2026.

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