mallat yannis

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Reawakening a Classic: 

Reawakening a Classic Prince of Persia Case Study

Plan: 

Plan Anatomy of a 15 y.o. success  brand attributes identification Challenges Keeping up the brand attributes Production challenges Backbone methodology Conception Preproduction Production Short Post Mortem What went right What went wrong

Anatomy of a 15 y.o. success (1/3): 

Anatomy of a 15 y.o. success (1/3) What would become the fundamentals of the license High level: Creating the Action / Adventure genre (Appeal through genre) A game that talked to everyone (Exotic fantasy of collective cliché in Realistic treatment) A game that was telling a story (Involvement)  'I wish it could be ME !'

Anatomy of a 15 y.o. success (2/3): 

Anatomy of a 15 y.o. success (2/3) What would become the fundamentals of the license Low level: Easy to get in (Appeal through controls) Technological breakthrough embedded in gameplay mechanics (Realistic treatment) Believable character / Immediate closeness (Involvement)  'Hey, it could be ME !'

Anatomy of a 15 y.o. success (3/3): 

Anatomy of a 15 y.o. success (3/3) Fun… through a well thought game design: Game structure Learning curve Rewards Level design ingredients Simple but intense fights FUN !!

Challenges (1/2): 

Challenges (1/2) Keeping up the brand attributes What worked so well 15 years ago… … COULD work today. What we decided to focus on: Appeal through genre Easy to get in (controls) Technological breakthroughs: Rewind system Dynamic loading Realistic treatment through animations The same well thought game design

Challenges (2/2): 

Challenges (2/2) Production challenges: AAA game in a time to market scheme Initially defined release date Creation of an established brand for Ubisoft 90 + review target No engine Multiplatform !

Backbone methodology (1/6): 

Backbone methodology (1/6) Conception: visualizing the concept Gameplay concept 1 Gameplay concept 2 Gameplay concept 3 Walling prototype

Backbone methodology (2/6): 

Backbone methodology (2/6) Preproduction: idea = nothing, playable idea = value Goals: Complete character behavior Complete Macro design Complete level design ingredients Complete tools

Backbone methodology (3/6): 

Backbone methodology (3/6) Content preproduction Traditional game designers work Story writing … the Blueprint process Technology preproduction Get an engine ! Start with the hardest Rewind feature Animation tools Customization

Backbone methodology (4/6): 

Backbone methodology (4/6) Workflow and Communication Twiki Creative Director position Most valuable duo: Lead AI andamp; Lead Animator

Backbone methodology (5/6): 

Backbone methodology (5/6) Production The biggest challenge for production was the simultaneous development of all platforms: Continuous porting: instead of throwing a 15 team members at 4 months before main master, we started GC with one 3D programmer from the beginning. Each milestone was hit twice. Graphics enhancements on both platforms. 50 % cost reduction.

Backbone methodology (6/6): 

Backbone methodology (6/6) Production Continuous animations reviewing Staffing 20 to 35 gradually (3 months) 35 to 55 in 6 weeks FUN !!

Short post-mortem: 

Short post-mortem What went wrong: Very late art direction Fuzzy validation process Prince overwhelming enemies What went right: Risk management Animation andamp; AI duo Team motivation and ‘will to achieve’

Opening: 

Opening Hollywood is cashing big on remakes, in every genre: Titanic: 1,835 M$ LOTR: 950 M$ +820 M$ + 930 M$ Pearl Harbor: 200 M$ You’ve got mail: 115 M$

Opening: 

Opening What’s a remake ? A need: to explore familiar ground with new eyes or to transform the original version with updated directing, editing, writing and acting styles fused with current technologies to enhance a new vision. the prospect of money. For POP, on the production side (without the money question), we felt the game was deserving its remake on 128bits consoles, and we did our best !