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PRINCE OF PERSIA: THE SANDS OF TIME

PROJECT DESCRIPTION

 

WHAT MAKES MY EXPERIENCE UNIQUE?

  • 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 with charismatic characters.

The project has been delayed until 2026.

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MY EXPERIENCE

TOOLS

Anvil
Word
Excel
Visio
PowerPoint
Confluence
Photoshop
Outlook
Teams
JIRA
Perforce

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, the Prince of Persia: Sands of Time.

MY RESPONSIBILITIES​

    PARKOUR

  • Player 3Cs, locomotion, parkour, and other 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, 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

  • 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 a save system while following modern standards.

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

    MISC.

  • Planned and facilitated feature presentations to encourage discussions.

  • Maintained communication between all managers, dependencies, and the game director to finalize implementations.

  • Was actively following up with level designers to adhere to character, 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 on JIRA priorities.

Eventually Ubisoft Montreal took over production after I left the project. The game is scheduled to release in 2026.

Let's Connect!

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