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PRINCE OF PERSIA: SANDS OF TIME REMAKE

PROJECT DESCRIPTION

 

MY RESPONSIBILITIES​

    SUMMARY

  • Main character 3Cs, locomotion, and traversal gameplay design.

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

  • UI & game systems design, while accounting for accessibility.

    PARKOUR

  • Responsible for all parkour systems.

  • 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, interactables, and traps as per the new game direction.

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

  • Guided and handled a few LD ingredient implementations.

    ENEMY

  • 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 and implemented 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 a save system while following modern standards.

    MISC.

  • Planned and facilitated feature presentations to encourage discussions.

  • Kept constant communication between all managers and the game director to finalize implementations.

  • Was actively following up with level designers to adhere to parkour and ingredient metrics specified.

  • Analyzed test data obtained, and performed focused tests to iterate on implementations.​​

  • Was actively involved in bug fixing and following up with JIRA to look for action points to be implemented per timeline.

WHAT MAKES THE PROJECT UNIQUE?

  • Classic experience modernized.

  • Rebuilt all gameplay systems from scratch.

  • Biggest AAA project completely made in India.

WHAT MAKES MY EXPERIENCE UNIQUE:

  • Core designer owning multiple features in production.

  • Working on Anvil to deliver qualitative prototypes.

  • Training and managing 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 with charismatic characters.

The project has been delayed until further notice.

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MY EXPERIENCE

DEPENDENCIES

Traversal Systems
Enemy AI
Companion AI
Ingredients Design
UI / UX

LD Setups


TOOLS

Anvil
PowerPoint
Confluence
Excel
Visio
Photoshop
Outlook
JIRA

While managing few remaining edge-cases on Starlink before release, I was transferred to work on a new unannounced action-adventure title in pre-production, on Prince of Persia: Sands of Time Remake.

Due to the lack of a senior designer on the project, with the support of Ubisoft HQ, it became my responsibility to research and concept for new design pillars while collaborating with other supporting designers in the team.

Most of my initial days went into iterating on existing systems according to the new design pillars set up, while also creating detailed design documents for new features to be made. 

And also to accommodate the project timeline, we've set up full feature planning lists for smooth transition into production.

process of parkour, documentation, 

Glimpse UI pic, work on nav blog, work on accessibility blog, work on combat boss blog, create AI state chart,

After each feature implementation in code, I go and check the implementation, set-up / tweak data conditions as per the design document prepared.

By the following process mentioned, I was closely involved in all the traversal systems, ingredients, companion  AI, game features, and UI / UX elements of the game.

During production, I was closely guiding multiple interns while maintaining communication with 3+ squads on their sprint deliverables.

The game is still in production, and we are in-progress of achieving further milestones before scheduled release!

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NDA

PERSONAL COMMENTS

  • Experienced the role of a lead game designer while handling feature planning and implementations.
  • Part of all major milestones to make the project shippable.

  • Handled and oversaw multiple interns to support production.

  • Built robust documentation practices to maintain information flow.

  • Good communication was maintained between all squad members to clear out dependencies.

Let's Connect!

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