Making Games

Answers to your questions about the art, craft and business of game development.

Announcing Karateka

One big difference between the movie and video game industries is the way they handle news about upcoming projects.

Movies are announced early, and often. When a writer sells a pitch, when a director is attached, when a role is cast — all of these stages leading up to making the movie are freely reported and commented on. Even though there’s no guarantee when, or if, an actual movie will ever get made. (See Fathom.) And studios are fine with it.

Video game studios, on the other hand, guard their game development plans like military secrets. It’s not just that they don’t want work-in-progress visuals getting out and giving a less-than-ideal impression of the game. Often, they won’t even confirm that a project EXISTS until it’s almost done, with tens of millions of dollars already spent and the end in sight.

A side effect of this is that, when game developers rub elbows at conferences like GDC, if A should ask B in a moment of drunken camaraderie “What are you working on?” the accepted answer is a big cagey grin and a tease: “Nothing I can talk about!” This is true even if B is the lead designer of Mass Metal Destruction 1 and 2 and remains employed by the same studio. It shouldn’t really surprise anyone that, MMD2 having made half a billion dollars the year before, someone has thought of doing a MMD3. But some things are not to be spoken out loud.

So it’s an exquisite frustration particular to game developers that we spend our time talking (and blogging, and being interviewed) about every aspect of our work EXCEPT what we’re actually working on and are most excited to talk about.

And for me, today, it’s an exquisite joy to finally be able to say this in print:

For the past year, I’ve been working with a small team to develop a new, updated remake of Karateka — the game that began my career 27 years ago.

(If you didn’t happen to encounter Karateka in the early 1980s, you can read its backstory here.)

A New Karateka

Eight years is a long time between games, even for me. Since Prince of Persia: The Sands of Time shipped in 2003, I’ve been busy writing movies, TV, graphic novels, and other non-game projects. It feels great to be hands-on making a game again, and I can’t wait for you to be able to play it.

It’ll be a downloadable game for Xbox 360 and PlayStation 3, out this year. We’re looking at bringing it to other platforms too. I’ll update with more details in the coming months, as we get closer to release.

How different is the new Karateka from the original? It’s closer than the 2003 POP:SOT was to the original, side-scrolling Prince of Persia. But it’s a more radical reinvention than, say, the 2007 XBLA Prince of Persia Classic. The new Karateka is much more than a port; it’s both a remake and a re-imagining of the original game for today’s consoles.

For me as creative director, it’s been an exciting chance to experiment with new gameplay mechanics and ideas that on previous console generations (and on the Apple II) I could only have dreamed about.

Why downloadable and why indie? For a lot of reasons, downloadable just feels right for Karateka. The original was a simple, compact, pick-up-and-play game that didn’t require a lot of tutorial to understand what you had to do. Beating the game was hard, but even little kids could have fun playing it from the first moments. I wanted to honor that simplicity. Jumping from the Atari 400 to a huge triple-A retail console title felt like it would have been too big a leap.

I want to show that a game can be simple fun while also telling a human story in a way that’s emotional, atmospheric, and beautiful. I’ve been encouraged to see gamers embrace downloadable titles like Limbo and Braid — games that stand out because of their design integrity and strong artistic choices, although they were made on modest budgets and don’t represent technological breakthroughs. The industry is changing fast. It’s an exciting time for indie.

And it doesn’t get much more indie than programming a game on a 48K Apple II in my college dorm room, mailing it to a publisher on a 5.25″ floppy disk, and crossing my fingers — which is how Karateka began.

Back to GDC

In a couple of weeks at San Francisco GDC (Game Developers Conference), I’ll be doing a panel with Tim Sweeney (Epic), Adam Saltsman (Canabalt), Notch Persson (Minecraft), and John Romero (Doom) discussing “Back to the Garage: The Return of Indie.” I hope to see some of you there.

After that, it’ll be time to put my head down, get back to work, and get back to not answering questions for the next couple of months.

But now you know at least one of the things I’m working on.

Many thanks to everyone who’s taken the time to comment, or post on twitter or facebook, asking for a new Karateka or sharing your memories of playing the original game. Your encouragement means a lot to me and has helped to get this project off the ground. I truly hope you’ll like the result.

Watch this blog and the Karateka page for updates.

Posted on Feb 15, 2012 in Blog, Games, Karateka, Making Games, Old School | 11 comments

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It’s a Book!

I’m happy to announce that in response to numerous reader requests, The Making of Prince of Persia is now available in two additional formats: in .epub format, and (drum roll…) paperback!

The paper book comes from CreateSpace, a really cool self-publishing service for authors. Basically, we sent them a print-ready PDF and they did the rest. The book weighs in at 323 pages, and looks and feels like a good-quality trade paperback. We’ve priced it at $16.99 (the difference from the ebook versions reflects the printing cost).

You can purchase the book here.

To anyone who’s previously paid for another version of the ebook and would like to have the .epub version for convenience, let us know and we’ll email it to you. Like the PDF, it’s non-DRMed.

Once the dust has settled, I’ll post (and Aaron, Dave and Danica may guest-post) about the results of our grand ebook/self-publishing experiment, and what we’ve learned. Short answer: It was more work than we anticipated — but now that we know how, the next book should be a lot easier. I think.

Also: For readers curious about who some of the people referred to in the journals are, or what became of them, I’ve posted a “who’s who” of players in the making-of-Prince of Persia saga, here.

Many thanks to everyone who’s read the book and reviewed, posted or tweeted about it. The response has been fantastic, and makes it all worth it.

Posted on Feb 1, 2012 in Blog, Games, Making Games, Old School, Prince of Persia | 6 comments

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A Game Writer’s Perspective on Game Writing

In yesterday’s guest post, Ubisoft director David Footman addressed the question: “What do game companies look for in hiring a writer?”

Today, here’s a writer’s take on the subject. Many thanks to Richard Dansky, David, and the Ubisoft Toronto team for taking the time to share their ideas.

By day, Richard Dansky is the Central Tom Clancy Writer for Ubisoft Red Storm, which means that in some way, shape or form, he gets his hands on the storylines and content of most Tom Clancy-themed computer games. By night, he writes the spooky stuff.


The most important thing to look for in a game writer is a game writer. Everything else is secondary. If the writer doesn’t understand that they’re writing for a game — not a movie, or a television show, or a comic book, or a novel or a tabletop RPG or a choose-your-own-adventure book or the underside of a Nantucket Nectar bottle cap — then nothing else matters. Game writing really is something different from any other style in terms of what it demands of the writer – it’s the only place where the writer isn’t telling their story, or the protagonist’s story, but rather the player’s story. Yes, the player takes on the role of the protagonist, whether that’s an avatar they create themselves or an established, iconic character like Sam Fisher, but the fact remains that everything that goes into a game is just possibility until the moment the player interacts with it, and thus creates their own story of what happened.
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Posted on Jan 25, 2012 in Blog, Guest Post, Making Games | 2 comments

Getting Hired as a Game Writer

David from San Francisco asks:

I’ve always leaned toward writing and storytelling, so I was wondering what companies look for in hiring for those positions. I have an idea of what’s in an artist’s portfolio, but what does a writer’s portfolio look like?

Since I’ve never actually hired a video game writer (other than myself), I passed this question on to David Footman, Scripted Events Director for Ubisoft Toronto. David generously took a break from making the next Splinter Cell to offer his advice in today’s guest post.

Disclaimer: While I agree with almost all David says, I don’t share his belief that familiarity with the teachings of Robert McKee (or Syd Field, or Bob Truby…) is an indicator of a writer’s skill or craftsmanship. I say this although I’ve taken their courses, bought their books, and (almost) always came away feeling I’d gotten my money’s worth.

I’ll add my two cents on screenwriting gurus later — but first, here’s David, with a game director’s perspective on what he looks for in a game writer:



I think there are two “schools” when it comes to scripted event direction in video games. People who move into this role from animation or art direction backgrounds make up the first school. The second school have a background in TV and film. I come from TV and film, and this informs my choices and processes in games. Creating the story for a AAA game needs two types of writers — an experienced game writer, and an experienced screenplay writer.

Writing for games is different from any other genre. The interactive nature of the story demands that the writer fully understand the term “Gamer Experience.” In the last five years, I’ve heard this term come up in game story discussions more and more. It’s a powerful concept, and once understood, it not only changes the way a writer approaches narrative, but the gamer experience can change depending on the genre of game you’re working on.
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Posted on Jan 24, 2012 in Blog, Film, Guest Post, Making Games | 7 comments

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The Prince of Persia ebook

For readers who’ve gamely clicked their way through all seven years of my “Making of Prince of Persia” journals online — and those who haven’t — I’m happy to announce that the complete saga is now available as a PDF and Amazon Kindle ebook.

The book isn’t free — we’ve priced it at US$7.99 — but at 300-plus pages, I hope it’s good value. We’re publishing it without any copy protection or DRM, so pirates shouldn’t have much of a challenge. Book sales will help defray the costs of this project and of maintaining the website.

The ebook contains the original Old Journals, plus never-before-published entries leading up to the beginning of The Last Express. You can download a free sample PDF of the first 40 pages, or the full ebook, here.

Thanks to Danica Novgorodoff for designing the book (Danica is the multitalented author of the excellent graphic novel Refresh, Refresh, and designer of many First Second books, including Solomon’s Thieves), and to David Anaxagoras, Ryan Nelson, and Aaron Simonoff for their hard work putting it together. It’s safe to say it turned out to be a lot more work than any of us expected.

How Prince of Persia got made — and almost didn’t

In the ebook, you’ll read what I wrote in my journal on the day I videotaped my kid brother running and jumping to model the prince’s moves; the day I gave up on the project; and the day I decided to finish it after all.

In the seven years from May 1985 to January 1993, Prince of Persia went from a few scribbles on yellow-lined paper to a published, best-selling video game franchise, and I changed from a callow kid into (I thought) a seasoned software entrepreneur. If you’ve read the journals, you know that it was a bumpy ride, and that the game’s eventual success was anything but a foregone conclusion.

Whether you’re a game designer or in another creative field, whether you had an Apple II in the 1980s or weren’t born yet, I hope you’ll find inspiration (or something else of use to you) in this story of how one game got made.

Check out the ebook here.

A request

This ebook is an experiment in many ways. I have no idea how many people will be interested, or how well the non-DRM “honor system” will work. Either way, I’ll post once the dust has settled, and let you know how it went.

If you’ve enjoyed the Old Journals on the site, but don’t feel the urge to own the ebook, you can still support this project by helping us spread the word. Readers like you who take the time to post or tweet about the Old Journals ebook, review it on Amazon, or just tell a friend, will make a big difference in the experiment.

Many thanks!

Posted on Oct 19, 2011 in Blog, Featured, Film, Games, Making Games, Old School, Prince of Persia | 35 comments

Voice acting for video games

In today’s guest post, Yuri Lowenthal (who voiced the Prince in 2003′s Prince of Persia: The Sands of Time) talks about the special challenges of voice acting, as opposed to acting on camera.

When Yuri, Joanna Wasick and I came together in a sound studio for the first day of voice recording on POP:SOT, we didn’t have animations, animatics, or even concept art yet. While the POP team was bringing the world and characters of the game to life on screen, two actors first needed to make them real in their imaginations. The Prince and Farah began as voices in darkness.

I cherish voice recording as a special, thrilling, and terrifying moment in game production. Having experienced it from a writer-director’s point of view, I asked Yuri for an actor’s perspective on the process.

Yuri Lowenthal is an actor who lives and works in Los Angeles. You may have heard/seen him in Prince of Persia: The Sands of Time, Afro Samurai, Terminator: The Sarah Connor Chronicles, and Ben 10. He is married to actress Tara Platt and easily stalked at @YuriLowenthal. And if you’re nice he’ll tell you the exciting story about the time he met Jake Gyllenhaal.


People often ask me: “What’s harder? Voice acting or real acting?” I’ve heard it so many times that I hardly get offended anymore. Almost hardly. I mean, I get it; the person speaking is really trying to say: “What kind of acting is more difficult, the kind where we just end up hearing your voice, or the kind where we end up seeing your face?”

Well, let’s break it down:

For on-camera acting, I generally get the script in advance, time to talk with the director about the character and what his or her vision is for the project, maybe do a little research, put on a costume, work with some props, walk around the set, rehearse with other actors, and take time to break down the script so that I can bring you, the viewer, the best performance I am capable of.

For voice acting, I generally show up the morning of the recording, am handed a script, and after about 5 minutes (if I’m lucky) of discussion with the director (or sometimes writer) about the project, we get down to business so that I can bring you, the viewer/listener/gamer, the best performance I am capable of. Will my performance be judged less harshly because I didn’t have the niceties that an on-camera or theatrical situation can afford? Absolutely not. Continue Reading

Posted on Sep 21, 2011 in Blog, Film, Games, Guest Post, Making Games, Prince of Persia | 2 comments

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