Just found out I’ll be at WonderCon 2010 in San Francisco on Saturday, April 3, for a Disney Prince of Persia panel with Jerry Bruckheimer, Mike Newell, and Jake Gyllenhaal, moderated by Geoff Boucher.
Our panel is at noon in the Esplanade Ballroom. Looking forward to it!
Posted Tuesday, March 16th, 2010 at 1:57 pm in Blog, Film, Prince of Persia | 2 Comments »
…And here’s the final US movie poster.

Posted Thursday, March 11th, 2010 at 8:56 pm in Blog, Film, Prince of Persia | 6 Comments »
This is pretty cool too. Adding to my Coveted POP Swag list.

Posted Saturday, March 6th, 2010 at 12:20 pm in Blog, Film, Prince of Persia | 5 Comments »
OK, I promise I won’t post every time there’s a new POP merchandising item… but this is just too cool.

Posted Tuesday, March 2nd, 2010 at 11:44 am in Blog, Prince of Persia | 7 Comments »
This sound bite jumped out at me from Wil Wheaton’s blog (can sound bites jump?)
Narrative video games aren’t going to replace television and movies any more than television and movies replaced books, but as technology continues to advance, and games become even more cinematic and interactive, the battle won’t be only for the consumer; it will also be for the creator. People who went to school 20 years ago to learn how to make movies are now going to school to learn how to use the same narrative storytelling techniques to make video games.
20 years ago, I was trying to get away from making Prince of Persia (video game) so I could go to film school to learn how to make movies. Guess I did everything backwards as usual.
Posted Tuesday, January 26th, 2010 at 4:54 pm in Blog, Film, Games, Prince of Persia | 2 Comments »
Thanks to Jeremie Biron for finding and posting (and translating!) these “Tips for Game Designers” I gave in 2004, after the release of Prince of Persia: The Sands of Time. I’d forgotten all about it until now.
Rereading the advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last month.
- Prototype and test key game elements as early as possible.
- Build the game in incremental steps – Don’t make big design documents.
- As you go, continue to strengthen what’s strong, and cut what’s weak.
- Be open to the unexpected – Make the most of emergent properties.
- Be prepared to sell your project at every stage along the way.
- It’s harder to sell an original idea than a sequel.
- Bigger teams and budgets mean bigger pressure to stay on schedule.
- Don’t invest in an overly grandiose development system.
- Make sure the player always has a goal (and knows what it is).
- Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
- The story should support the game play, not overwhelm it.
- The moment when the game first becomes playable is the moment of truth. Don’t be surprised if isn’t as much fun as you expected.
- Sometimes a cheap trick is better than an expensive one.
- Listen to the voice of criticism – It’s always right (you just have to figure out in what way).
- Your original vision is not sacred. It’s just a rough draft.
- Don’t be afraid to consider BIG changes.
- When you discover what the heart of the game is, protect it to the death.
- However much you cut, it still won’t be enough.
- Put your ego aside.
- Nobody knows what will succeed.
Posted Tuesday, December 15th, 2009 at 6:53 pm in Blog, Featured, Games, Prince of Persia | 12 Comments »
Tonight’s Spike TV Video Game Awards 2009 broadcast will include a couple of Prince of Persia exclusives:
- The first footage from Ubisoft’s upcoming game, Prince of Persia: The Forgotten Sands
- Jake Gyllenhaal introducing a new clip from the Prince of Persia movie in which he stars
I’ll be there, too. Although with the rain, this would really be a perfect Saturday to stay home, watch TV and play video games.
Posted Saturday, December 12th, 2009 at 3:08 pm in Blog, Film, Games, Prince of Persia | 17 Comments »
How do I keep up with all the myriad developments in the world of Prince of Persia? With Google Alerts. That’s how I just found out that
Prince of Persia: The Forgotten Sands testament passion the new plot from stylish year’s periodical reboot and go back to the humanity of Sands of Quantify, the games on which the upcoming Jerry Bruckheimer flick is supported.
This shouldn’t proceed as untold of a earthquake to incessant readers of Game Life, who already bed that serial creator Jordan Mechner said early this month that Ubisoft’s City apartment was working on “something that I’m frantic about” and that he due an annunciation soon.
Hot on the heels of the lodging for the Prince of Persia celluloid, Ubisoft has announced that the next Prince of Empire courageous will be usable in May 2010.
Pretty accurate reporting, overall, except I thought what I actually said was “The vodka is good but the meat is rotten.”
Posted Wednesday, December 2nd, 2009 at 9:25 pm in Blog, Film, Games, Prince of Persia | 3 Comments »
Posted Monday, November 23rd, 2009 at 7:15 pm in Blog, Film, Prince of Persia, Sketchbook | 4 Comments »
Sketchbook pages from my first day on the Prince of Persia set in Morocco, last summer:

Jake offered to hold the Dagger of Time so I could sketch it. The one drawing you’d figure I could do in my sleep. Naturally, under pressure (we were between takes), I rushed it, and messed up the proportions.
I asked him to hand me the dagger for a moment, thinking I might just turn back time and try that sketch again. Alas, it was empty. He must have used up the sand doing stunt work with 2nd unit.
It felt good to hold it, though. Much more solid and weighty than a PS2 controller.
Posted Monday, November 9th, 2009 at 11:38 pm in Blog, Featured, Film, Prince of Persia, Sketchbook | 10 Comments »