Ubi Soft released this interview with the designer of the original Prince of
Persia, Jordan Mechner. He is currently working with Ubi Soft as a
consultant.
What is the relationship between Ubi Soft & Jordan Mechner? How do you
work together?
Ubi Soft approached me in 2001 with the intention of reviving the Prince of
Persia brand and bringing it to next-generation consoles. Producer Yannis Mallat
invited me to their Montreal studio to see the initial animation tests the team
had made and to hear their ideas. When I met the team, I realized that this was
more than just a business proposition to them. They were out to make a
masterpiece. Yves Guillemot and Serge Hascoet, in Paris, made it clear to me
that they believed in this team and in the potential of the license, and that
Ubi Soft was prepared to make a major commitment to make the best possible game.
We then engineered an agreement that gave Ubi Soft the exclusive worldwide
license to develop and publish Prince of Persia video games.
Ubi Soft brought me in as a creative consultant to work with the team to make
this game the greatest possible artistic and commercial success. They have
placed a lot of trust in me by inviting me to come in from the outside and
participate in this project. My main objective in working with Yannis Mallat and
creative director Patrice Desilets is to maintain and enhance the unity of
story, character and game design. At times I work directly with other members of
the team, including level designer David Chateauneuf, art director Raphael
Lacoste, AI programmer Richard Dumas, and game designers Marc-Andre de Blois and
Lionel Rico, to give input on specific areas. Overall, I try to stay aware of
all aspects of the project, and focus my input on the areas where it will be
most valuable.
What expertise do you bring into the project?
As a game designer my speciality is telling a story in a cinematic way within
the game itself, and not just in cinematic cutscenes. My experience as a
filmmaker and screenwriter, as well as my previous games Karateka, Prince of
Persia, and The Last Express, taught me a lot which I was able to bring to the
team on Prince of Persia: The Sands of Time. I worked closely with producer
Yannis Mallat and creative director Patrice Desilets to develop a story that
would support and drive the great game play elements the team envisioned.
Directing the voice actors’ performances in the dialog recording was a bonus.
I did this first on Last Express, which was a dialog-driven game with over 60
roles. I like to do this job myself when possible, because I feel it’s a natural
extension of writing the screenplay and designing dialog opportunities in the
game. Actors tend to see video games as a day gig, maybe one step above a TV
commercial. To give performances that are as nuanced and emotionally powerful as
they are capable of achieving in their film and stage work, they need
encouragement from a director who is passionate about the story and characters,
and can communicate that belief and passion to them.
The cutscenes in Prince of Persia: The Sands of Time posed a special
challenge for Ubi Soft’s cinematics group, because they are action-packed, often
very short, and tightly interwoven with the game play. Because I knew the story
so well, I was able to direct the voice actors before the visuals had been
created, and give cinematics director Ron Martin and sound designer Simon
Pressey final performances to work with at an earlier stage than would otherwise
have been possible.
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