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PRINCE OF PERSIA: THE SANDS OF TIME

PROJECT DESCRIPTION

 

PROJECT HIGHLIGHTS

  • Owned and modernized the parkour gameplay experience while respecting the DNA of the original 2003 masterpiece.

  • Designed and implemented player 3Cs, including locomotion, parkour, and level design ingredients.

  • Designed companion AI and non-humanoid enemy design.

  • Planned accessibility features aligned with Ubisoft standards.

  • Mentored many interns while coordinating tasks and cross-disciplinary dependencies.

PROJECT SHOWCASE

STUDIO
TEAM SIZE
ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
             
DURATION

CALENDER
Ubisoft India
250+ (At Peak)
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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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 assigned to a new, unannounced action-adventure title in pre-production: Prince of Persia: The Sands of Time.

RESPONSIBILITIES​

    PARKOUR

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

  • Designed and implemented a complex targeted jump system, in similar veins to Assassin's Creed.

  • Planned for parkour metrics according to the legacy gameplay, and new animation requirements.

    INGREDIENTS

  • Designed all parkour ingredients, interactable, and traps.

  • Tuned gameplay values in-editor to achieve intended player experience.

  • Guided level designers in implementing traversal systems and maintaining gameplay consistency.

Overall, designed and implemented over ~20 navigation and parkour states, alongside ~15 ingredients.

    AI & GAMEPLAY SYSTEMS

  • Designed companion AI systems, including combat/non-combat behaviour states and interactions.

    • Farah.​

  • Designed critter enemy archetypes  aligned with combat design direction.

    • Sand Scarab, Vulture, Bats.​

  • Developed level-specific solutions to improve combat and AI gameplay experience.

  • Defined voice states for AI reactions, dynamic interactions, and gameplay feedback.

    UI / UX

  • Planned and implemented accessibility features aligned with Ubisoft standards.

  • Designed UI flow and wireframes (FTUE, controls, settings, save systems, etc.).

  • Designed console-first gameplay controls and ergonomics.

    COLLABORATION

  • Created the master feature list for the full game.

  • Collaborated with combat, level design, and animation teams to ensure gameplay consistency.

  • Led feature presentations to align stakeholders and drive design decisions.

  • Mentored many interns while coordinating tasks and cross-disciplinary dependencies.

  • Analysed playtest data and iterated on gameplay systems accordingly.

  • Actively involved in bug fixing and prioritization through JIRA.

Following my involvement, development transitioned to another studio. The project was later cancelled.

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