To celebrate the recent launch of the DLC we are giving you the chance to win a limited edition artwork print signed by the Prince of Persia Development team!

The first place winner will get signed prints of both Elika and The Prince. Second to forth will receive a print of The Prince.



How to win It's easy! Take a picture of yourself posing as the prince in your best one minute costume! To make this more amusing you must make the costume using three or more of the following household items...
  • Towel
  • T-shirt
  • Oven mitt
  • Rubber kitchen glove
  • Bed Sheet
  • Garden glove
  • Bread Knife
  • Rolling pin
  • Spatula
Head on over to the The Prince of Persia Facebook page, upload your photo to the Fan Photo Gallery and put "Pose for a poster" in the description to enter. All entries will be judged by a member of the development team. The competition is open to everyone and will end on Friday 27th of March at midnight (GMT).

Remember the more creative you are the more likely you'll win! Have fun and we look forward to seeing your entries!







Some of you have been facing some issues with unlocking achievements in Prince of Persia – Epilogue (DLC) and we are happy to inform you this problem was fixed and that you will be able to recover the points you’ve rightly earned!

Just follow those 5 steps to recover your updated profile:
  1. Go to the Home menu (press the Xbox Button) and sign out from your account (Press X)
  2. Go to “Recover Gamertag”
  3. Press X on “Yes” when prompted with the message “Do you want to exit your session”
  4. Put in your Windows Live ID email and Password when prompted and Validate
  5. After the system has recovered your profile you should be able to see the achievements you have unlocked
Have fun playing Prince of Persia – Epilogue







Prince of Persia is a complete game and the ending is definitely the one we had in mind, literally, from day one. The Prince of Persia Epilogue (or DLC) is a special added bonus that goes on to illustrate events in the characters’ lives following the closure of the game. In fact, that’s basically the definition of an epilogue – it’s a passage that is not integral to the story but that gives an insight into the future of the characters.

The creative team behind Prince of Persia developed a story that they hoped would make players reflect upon the adventure that they had lived and why the story unfolded as it did. Sometimes, wrapping up all of the mysteries of a story is not the best way to conclude – we wanted to leave some doors open to mystery. There is a short narrative text at the beginning of Prince of Persia:

“The wind is free, but the sand goes where it is blown.

Unaware of the world around it, whirling on the breath of the Gods, at the mercy of the storm that engulfs it.

What is one grain of sand in the desert?

One grain amongst the storm?”


It was our hope that people’s interpretation of this text would change as they played the game and as they lived the adventure of Prince of Persia. What did this phrase mean to you when you first started, when did it mean when you finished? And, possibly, does your perception change once again once you play the Epilogue?

Click here to learn more about the Epilogue...







We’ve kept the “illustrative” art style and created a completely new region – the Underground Palace – which is entirely corrupted. This new region takes place in huge rooms, it creates a dark ambiance and claustrophobic feelings that we feel nicely contrasts the large open colorful world from the main game.

All the Enemies are more aggressive in the Epilogue. For example, they won’t hold back from attacking when the Prince fails to block an attack. But most notably, the enemies all have the new ability to “sprint”, making them dangerous even at a distance. Additionally, the Mourning King is now even more powerful as his powers are constantly growing. So much so, that the Prince will not be able to defeat him on his own. This forces the player to adopt a new fight strategy. Due to the abilities inherited by Ormazd, Elika attacks can temporarily weaken the Mourning King thereby making him vulnerable the Prince’s attacks. This further encourages team work between the Prince and Elika with spectacular results.

Some of the feedback we received from fans of POP is that they wanted more puzzles – the DLC was an excellent opportunity for us to service this request. We kept the philosophy of large ‘set piece’ puzzles that fill an entire room or area (and the rooms in the DLC are huge) but put additional focus on the need to use switches to modify and create pathways that your acrobatic abilities will then allow you to follow. There is one particular puzzle that I’m really looking forward to reading fan feedback on. It’s a clever one!

Given the Epilogue nature of the DLC we have at our disposal all of the forms of corruption to allow us to create some spectacular and challenging sequences. Of course, having the production of an entire game under our belts we’ve also learned some excellent tricks in terms of acrobatic sequences that feel great upon completion – the level design in the DLC is definitely some of our best.








This Prince of Persia project has seen many snow falls in Montreal and today is another one of them, where if you walk down the ‘wrong’ street you find a sidewalk covered with snow where there is only a small possibility to walk in single file, with banks of snow up to your waist on either side. It’s been a long journey since the start of this game back in 2005 and the team’s had to deal with these winters every year but this is the last one for this project. It’s times like this when it’s good to reminisce about where you’ve been, where you’ve come from and where you are now, so here are some highlights from this year:
  • Telling the world about Prince of Persia again. It’s always nerve-racking when you first show the public something that’s close to your heart and this is the same here but the applause we got at Ubidays was certainly worth it.
  • Showing the first in-game footage at E3. We won awards, were nominated and came out of E3 with a fantastic feeling – people loved the new art direction and there are still numerous comments about it these days.
  • ComiCon in San Diego – a five/six day fest of showing a particular level which was exhausting. This sort of thing really sticks in your mind if you ever have to ‘work a booth’ not so much the hours and work required but more the reaction from people when they see the game for the first time, it’s a fantastic thing.
  • Getting the game on the shelves. We’re proud of what’s been achieved and we’re proud of the game and getting the feedback via the forums is essential to find out what you liked and disliked about it. Hearing what you say about our work is one of the hardest but also most rewarding things in game development
So there are a few highlights and we can’t finish this year without some extra things for you, so we’ve got a couple of wallpapers and a few musical tracks from the game for you to enjoy. So when you get bored of Christmas music or want to hear Prince of Persia as you’re on the train, you can remind yourself of the fantastical world we created which we’re very proud of with this.

Happy Holidays!







 

1. Concept
The first thing decided upon for any trailer we make is the overall concept of the trailer, what’s the purpose behind it, what we want to show and how we want to show it. In order to fit with the game’s artistic mood, it was clear from the beginning that we needed to have beautiful trailers with strong music to really move people when they watch it.

2. Music
Once we have an overall concept and idea of where we want to take the trailer, we then need to select the music. Music is one of the most important pieces to a trailer as all the shots require editing to fit with the musical transitions as well as giving the trailer a mood. We test a variety of different styles and genres to work out what fits best for our concept, often going through dozens of different bands until we find something that works well.

When we have something that works well for us we then approach the artist in order to sign the track for the trailer and in this case we’re using Sia – Breathe Me.

3. Storyboards
At this stage we work out what we want to show in a trailer and when.  Through these storyboards we create an overall rough structure and timeline and then see how well things will flow together. This process involves going through the timings over and over to find out what works best both for the concept and getting the music working well together.

These storyboards give a near-final idea of what’s going to happen and when inside the trailer, all linked to the music. At this time we finalise what sort of transitions we show between key moments of the trailer and how to keep a strong flow throughout.

4. Captures
It’s interesting to note that up until this stage we’ve not actually captured any in-game footage – everything so far has been hand written, reworked, rewritten, talked/argued over and discussed at length. When we reach this stage we’re now able to start capturing all the gameplay sequences required to build the trailer we’ve been planning.

A key tool for this is what’s called the “Capture Camera”. This is a free roaming camera made for our games for the specific reason for taking screenshots and capturing gameplay footage at specific angles. The Capture Camera is an extremely useful tool as there are simply some shots which are impossible to capture without and it gives our video editors a large degree of creative control with the trailer. This camera can be managed through a separate controller so you we can sometimes find we have to have one person playing the game whilst another changes the camera angles, in order to get the shots we want.

Once we’ve captured the gameplay footage we edit it together as per the Storyboard timings and then see how things work with this new footage. This is a key step to making a trailer as if something worked on paper but doesn’t work when you have gameplay in there we need to rework it.

5. Final Captures
This is one of the most time intensive steps to making a trailer as you have to capture gameplay footage exactly as you want it for the final trailer. This involves setting up very specific shots and making sure that it’s as perfect as you can make it so it looks like a final trailer. Sometimes we can spend hours capturing shots only to move the camera just slightly which ruins all that work as you end up with different perspectives.

At this point you see the trailer truly come to life with the music and gameplay footage working well together and you have a feel of what the final trailer will look like.

6. Audio Mix
Once we have a final captured version of the trailer with all the final shots in there, we give the audio studio the trailer to perform the voice-over, sounds FX, music and audio mix. Their job is to create and mix everything together so it works well and you can hear everything in an optimal way.

7. All Done

Then our final step is to release the trailer for the world to see. To compliment this short look at how trailers are made, we made a version of the Tokyo Game Show trailer which has an alternative ending to the version you’ve already seen. You can watch this by clicking through on the following links and please let us know what you think of it on the forums.

Watch the TGS Trailer Alternative Ending








Kaxen and art.anti.de seem to be our resident Fanart artists and here they are again with some more images. Jacob comes in supporting them with his creations and we love them all. Remember, please email us your Fanart as we love to see these images or post them on this forum.












Conventions are always an interesting experience for anyone working in games. To see so many enthusiastic and passionate people who simply love games is a fantastic environment to show Prince of Persia. The passion that exudes from gamers is one to feed on and you can’t help but get wrapped up in the overwhelming atmosphere that comes when you show something you’ve been working on for many years. PAX this year was a fantastic event to show Prince of Persia live on stage, announced our partnership with Penny Arcade where they’ll create the largest comic they’ve ever done and we showed our art video, which details some backstory about the Prince. The reaction we had was fantastic and we’re very happy to have attended.

We’ve already released the commented walkthrough which shows you a lot of the gameplay points and shares the same path as the demonstration that we showed at PAX and we’re now happy to share with you the art video which we showed the crowd at PAX:

 








Last week, the IGDA Montreal chapter hosted an inspirational discussion with five leading members of the Prince of Persia team. In front of a joyful and lively crowed, they generously talked about their inspiration, production process and numerous challenges.

It was always about giving a new life to an IP already considered by many as a video game classic. So they started from a blank slate to re-imagine the Prince in a way he was never seen before. Not exactly a walk in the park!

Lead by Ben Mattes, Producer, the discussion focused on how the team managed to stay true to the Prince while creating a totally new experience for the player thanks to an innovative game design, narrative structure and killer moves. As presented by Francois Emery, Level Design Director, in this adventure, the Prince travels in an open world built as a network. Through this network-like map, the player can choose his path and build his own experience, all the while being guided through specific challenges and predetermined goals.

This open inter-connected world set out to be quite the challenge for Andrew Walsh, Narrative Director, who had to figure out a way to build a story that had a beginning and an end, but also non-linear elements in the way it would be plotted out. So as the player progresses, each challenge he chooses to undertake is like a narrative bubble that allows the characters and the story to evolve. So each player will live the same story, but in completely different ways.

Storytelling and level design are crucial in the game experience, but let’s not forget that the Prince is also about breathtaking acrobatics and swordsmanship. Part of these princely abilities were presented by Thomas Delbuguet, Game Designer, who was in charge of the combat system. The one on one combats developed in the next Prince of Persia were created with reactivity and strategy in mind. Outstanding sound, camera and special effects make for cinema like fighting scenes.

For David Wilkinson, Animation Director, the challenge was the same: how to respect the franchise while making something totally new that is adapted to next gen animation expectations? The answer to this question laid in the ability to make the Prince’s moves feel the same, yet work differently. This adds up in a strong, heroic and confident, yet cool and airy character.









A while ago we gave you some insights into some of the leads on the Prince of Persia team and now we've interviewed some more for your reading pleasure.

Please introduce yourselves, your job title and what do you do.
Cyril: Lead Programmer AI
Nicholas: Level design Technical director. This means I am the bridge between design and programmers, I provide technical support for level designers and I design features and tools development.
Pierre: Director of Photography. I'm responsible for everything regarding camera/editing including: cinematic and scripted event camera/editing, conception and team management for all in-game camera and the anvil camera system.
Francois: Director Level Design. I define the rules to create levels, the content of levels and how to use the ingredients in the game. I also ensure the map's quality.

What other Ubisoft titles have you worked on?
Cyril: Dark Messiah of Might and Magic.
Nicholas: Batman and various Far Cry titles.
Pierre: Star Wars Lethal Alliance and Prince of Persia The Two Thrones.
Francois: Beyond Good and Evil, Splinter Cell Pandora Tomorrow, Prince of Persia Warrior Within, Peter Jackson's King Kong The Official Game of the Movie.

What's your favourite game?
Cyril: Diablo II, Half-Life I & II.
Nicholas: Quake, Blaster Master and I'm currently playing GTA4.
Pierre: Prince of Persia and God of War.
Francois: God Of War, Resident Evil, Tex Murphy.

What are you currently listening to?
Cyril: Theatre of Tragedy, Dead Can Dance.
Nicholas: Coliseum, Kraken, Grand corps malade.
Pierre: Pretty much everything actually.
Francois: Muse, Ladytron, NIN, Tricky, Massive Attack, Maxim.

What are you currently watching on TV or film?
Cyril: I enjoy a lot Heroes and Lost.
Nicholas: Dexter, Minuit le soir, South Park.
Pierre: Tv: Heroes and Donnelly Brothers. Film: I’m a film addict, I’m watching everything...but I thing the last one was “Lars and the real girl” ...which was a pretty good one...
Francois: No Country For Old Men, Reaper, BSG, The Shield.

What gets you out of bed in the morning?
Cyril: The smell of coffee and the urge for coding.
Nicholas: My girlfriend’s radio alarm.
Pierre: Any king of suction? Seriously, I would say that when you are working on your favourite game...It’s pretty easy to get up in the morning...
Francois: The idea of a cup of coffee...

What did the last text you received on your mobile say?
Cyril: I don’t use any mobile, it’s too old-Gen.
Nicholas: I don’t have a mobile, but it would probably say: “Get back to work -Ben”
Pierre: To be honest, It was a secret dirty message...Can’t tell.
Francois: “Niko, can you pick me Up at the Dukes Station? Roman”

Where were you three hours ago?
Cyril: Compiling a new version of POP and having a cup of Coffee.
Nicholas: In the street, walking to work.
Pierre: To the airport, getting my mother back from Africa...But I’m back to work now, don’t tell my producer.
Francois: At my desk.








"Smile!"

It’s always nice when you’re travelling home from a long period away. You start to get excited about seeing neighbourhoods you live in, sleep in your own bed and relax on your sofa in your own space.

"Just one more!"

It’s great when you start to see cities on the map that you recognise and can picture what it looks like in your head.

"Smile! That’s so good!"

It can also be good when the trip itself is quite long (eight hours five minutes, in this case) as it forces you into a situation where you can’t do much. Only what you brought what you: book, MacBook and a Nintendo DS with Final Fantasy IV.

"Haha, I love this!"

It’s often not so good when you’re stuck near someone who’s never flown before or just bought his first ever digital camera and the flashes, giggles and general tomfoolery is distracting when you’re trying to kill the Doctor on the Tower of Babil.

Prince of Persia has been on the road since E3 and it shows no sign of letting up, but that’s my journey over for now. E3, ComiCon then Leipzig Games Convention and I’m exhausted. It’s great to take the game out, show the title and speak to fans and it’s even better when the reaction is overwhelmingly positive! Each convention we have people saying how beautiful the game looks, how interesting it plays and how eager people are to play it. Great stuff!



When we were at Games Convention in Leipzig we showed a few new things: the roof run, the open world, Elika’s compass ability and we talked Trophies for PlayStation 3. There are Trophies in the PlayStation 3 version. We also released a couple of new videos: the E3 walkthrough in video format with Ben talking, explaining different things in the game and a dev diary where you can see some devteam members and see the roof run in action.

 

 

Next up for us is PAX, where you’ll see Ben on stage giving a live demo of Prince of Persia so best of luck to him and I hope you enjoy the show!

UR









It's been a while but we're back with some fantastic fanart for Friday! Some of these have been emailed in, some have been posted on the forums and we love them all! Keep drawing!

UR


By Kakolookiyam

By Rui

By Kanuch

By seynseyn

By Sophikar

By Tenshi23








So it's been a long, long day. Four PlayStation 3's and two Nintendo DS's demonstrating Prince of Persia to a never ending stream of people from 9am to 6pm kind of takes it out of you but we're so happy! We're happy because the reaction to seeing our game for the first time has been overwhelmingly positive! What's more is that we've been nominated as "Best of Show" by IGN!

We've had loads of photos taken whilst here at E3 and you can see them all over here on the official Prince of Persia forums.

Only one day to go and we hope that everyone enjoys the demos! Keep checking the various websites which are here for all sorts of coverage and let us know what you think of the game on our forums.









"Ah, you bought the three day advance ticket. That means it might cost a lot when I change your ticket."
"How much do you think? Not like five grand or something, right?"
"Don't know... Around eight hundred dollars."
"Nice..."

We missed our flight.

It all starts at 5:30am when crazy alarms go off, you don't quite know what's going on but you know that it's the start of a week of excitement, games, people, lots of people, and hopefully lots of fun. You expect with getting up so early, preparing for the trip over the weekend and generally being well planned you'll get there on time but alas no. There's no big story of rush, leaving a passport on a photocopier, bombing through Montreal's streets at ridiculous speeds or anything of the sort, just simple lateness meaning we missed our flight's check-in and are currently buying new tickets. E3, one of the biggest videogame shows in the world and we're grounded in Montreal as we arrived just after check-in closed.

Once we've passed through customs (chatted to a lovely customs lady about scary hills in Scotland), security (got scanned, searched and padded down) and found our way into the gate area it's generally considered time to have breakfast. As LP, producer on Far Cry 2 says, "never eat in an airport". Never a truer word was spoken as the most appetising thing on the menu was a "Mexican omelette pizza". Yeah, pizza. Think peppers, ham, eggs and cheese on a pizza base. So, an omelette on a pizza?

Never eat in an airport.

On our way to get on the plane we start meeting more people from Ubisoft.. More and more.. It's like a chartered Ubisoft jet to Las Angeles as there are people from Prince of Persia, Shaun White Snowboarding, Naruto and Far Cry 2 here. Somehow missing that earlier flight has helped us find a posse to gang together with and we'll even arrive in LA earlier than planned due to no stop-over in Denver. Which is a bit of a shame as I was looking forward to seeing something else which is new.

My first E3 and now I think that pizza-based breakfast is about to make a re-appearance.








With this, the third in our series of speed art videos, we have asked Patrick to pick up his electronic pen and draw one of Ahriman’s servants: The Hunter. The Hunter was originally revealed at the Ubidays for Prince of Persia where you see The Prince and Elika fighting this Corrupted foe. Through this video you’ll learn more about The Hunter’s background and life thanks to the Narrative Director, Andy Walsh.

Check it out!

 









We wanted to explore how our hero will eventually become a Prince through an epic journey. At the start of the game, the Prince is an adventurer, a drifter wandering from adventure to adventure with no real ties, always living in the present. To him, the past is gone and he carries no burdens, the future is yet to come and it will take care of itself. All that matters now is the thrill of the moment, the next heartbeat, the next corner, jump and sensation. We drew our inspiration from adventurers like Sinbad in the Arabian Nights, Han Solo from Star Wars and Aragorn from the Lord of the Rings.

Like all epic heroes, what the Prince wears says a lot about who he is and what he has been through. He has elements of luxury in his dress – the red and blue cloth that he uses as a turban and scarf that would be available only to those with money – however he is also perfectly capable of putting functionality before style by wearing plain leather leggings to help protect his legs rather then dazzle the eye.

Our Prince has a lot of new abilities in both combat and acrobatics. He is taking the agility of the previous Prince to new heights of deadly acrobatic artistry. His range of acrobatic skills is wider than ever, allowing him to defy the laws of gravity with style and velocity. The bounty from the Prince’s earlier adventures will open new dimensions in his acrobatics and combat style by way of a gauntlet. By using this gauntlet, you will be able to slide down very high walls and cliffs and much more.

Combat has evolved since the last games as our ambition is to add the reactiveness and strategy typically found in fighting games into our new combat system. We have studied numerous fight games and learned what worked/what didn’t work, and implemented the most absorbing moments into our gameplay. We want the dramatic attack sequences of the Prince to be complemented by the use of camera, sound and visual effects to create an overall combat sequence whose intensity rivals the most spectacular choreographed fight scenes in cinema. In addition, the enemies you fight will be more cunning then any ever seen in a Prince of Persia game before, strategically using the environment to gain the upper hand, forcing the player to use quick thinking and reflexes to succeed.








Those artists are at it again with Annoushka taking the lead by seemingly doing nothing except draw Prince of Persia artwork all week,Coonroon from Korea seems to have jumped on the Fallen King (DS title) bandwagon before it was even shown and has drawn a cute picture of the Prince and Lutos has drawn a quality piece to rival that of Annoushka.

Keep your submissions flying in as we do love to see them and appreciate you guys taking the time to do something you clearly love with our game. As ever, you can email them in or post them in this thread.

UR


By Annuschka

By Andre Annuschka

By Annuschka

By Annuschka

By MadHatter

By Michael

By MurmelWerfer

By








Recently I caught up with Ben, Thomas, Jamal and Kevin, some of the team members on Prince of Persia, to ask them a bunch of questions and give you all an insight on who's behind making the game and so you can learn more about them.

To start, can you tell us your job title..
Ben: Producer – the guy to blame when things go wrong.
Thomas: Game Designer / Lead Fight Designer
Jamal: Associate Producer
Kevin: Lead Game Designer

What other Ubisoft games have you worked on?
Ben: Prince Of Persia: The Two Thrones and Prince Of Persia: Rival Swords.
Thomas: Prince of Persia: The Two Thrones, Prince of Persia: Warrior Within, Splinter Cell Chaos Theory, Rainbow Six 3
Jamal: Prince of Persia: The Two Thrones
Kevin: Prince of Persia: The Two Thrones (PS2) / Prince of Persia: Warrior Within (PS2) Prince of Persia: Sand of time (GBA) / Rayman 3 (GBA) / Batman Vengeance (GBA) Donald Duck: Going’ Quackers (PS2) / Tarzan Untamed (PS2) Speed Devils (DC) / Tonic Trouble (N64)

What's your favourite game(s) of all time?
Ben: Probably a toss-up between Street Fighter 2: Championship Edition and Ultima Online (the first two years).
Thomas: By god this is a tough one... I’ll say MGS4 just because it damn well better be!
Kevin: Mario Galaxy (Wii) / NIGHTS into dreams... (SAT) / Snatcher (SegaCD) / Phoenix Wright: Ace Attorney (DS) / Mega Man Maverick Hunter X (PSP)
Jamal: GTA, Metal Gear Solid, God of War, Ninja Gaiden, Sands of time

What music are you currently listening to?
Ben: Ben Harper; Juno Soundtrack; Django Rheinhart
Thomas: Jonny Cash
Kevin: The sounds, Mr. Bungle, Blonde Redhead, Editors, Tokyo Police Club, Funker Vogt, VNV Nation
Jamal: Gun’s & Roses

What are you currently watching? (film/TV)
Ben: Lost
Thomas: The Dark Knight trailer... over and over... and over... ...and over...
Kevin: Lost (best TV show EVER), CSI Las Vegas, The Shield and old Seinfeld episode
Jamal: The Shield (6th Season)

What gets you out of bed in the morning?
Ben: An early morning run up the mountain followed by a really strong coffee
Thomas: I make videogames for a living
Kevin: My left foot
Jamal: The fire on the POP production floor if not nothing can

What did the last text you received on your mobile say?
Ben: “6:45am?”
Thomas: “stop playing mgs4!”
Kevin: Who needs a mobile?
Jamal: “Answer your F.. phone!”

Where were you three hours ago?
Ben: At my desk
Thomas: On the toilet
Kevin: I was outside having lunch. Chicken sandwich + Inca Cola + Ice Cream = Happiness
Jamal: It’s 15:20 so I guess it was lunch time :)








Recently we launched an online poll which gives you the change to vote for a particular Xbox 360 achievement that will be in Prince of Perisa. There are three choices:
  1. Free fall: Perform the longest grip fall in the game
  2. Marathon: Run Prince Run! Run the whole map and then keep running!
  3. Combat King: Master every fight combo in the game
To participate, visit:
http://prince-of-persia.uk.ubi.com/index.php?page=achievement

Voting closes on 1st July so get over there and vote!

UR







Driven by envy and hatred, Ahriman spread darkness in the world, which corrupted the hearts of men and unleashed a dark substance which physically contaminated the land and the skies: the Corruption. Lethal to touch, insatiable in hunger the Corruption spread across the world, killing or changing all that stood in its path. Those who succumbed to it were killed, those who were saved by Ahriman became twisted beings tied to his service.

At the height of his power Ahriman counted his servants as legion. To most of his vassals Ahriman gave little, these men and women became mere drones, soldiers in the massed ranks of Ahriman’s armies. Their souls promised, or taken by the Corruption but little valued, these creatures have no will of their own they exist only to serve.

Among all of Ahriman’s followers only The Corrupted were permitted to keep their will. Ahriman granted these chosen ones the powers they wished for. In return the Corrupted served special tasks commanding Ahriman’s forces in the fight against Ormazd, or offering skills needed for the war. By the time Ormazd struck back there were many of these Corrupted, but as the war raged they died one by one so that when Ahriman fell, only a few remained. They were sealed into the Tree of Life trapping Ahriman and becoming his weakness instead of his strength.

In Prince of Persia, each environment will go through different stages - from totally “safe” to almost completely corrupted areas. We have developed an organic corruption which creeps through the world and makes it decay. It is a living substance that will interact with the player and challenge him.

UR









Since last week's Fanart Friday, the members of the Official Prince of Persia forums have unleashed their creativity to new levels with some fantastic fanarts of Prince of Persia. Kaxen is back with a bold Elika picture, we have a couple of email submissions and Annuschka has taken us all by surprise by doing some artworks inspired by our very own concept artist, Patrick, and his speed arts.

We love seeing your pieces so please make sure you keep emailing them in or posting them in this thread.

UR


By ami-fafa

By Andre Horta

By Annuschka

By Annuschka

By Kaxen

By Myszolka

By edi








Ubidays for me had moments of elation mixed in with frustration, although not in equal measure.

My elation came, obviously, from the fact that the game was so well received even though we’re being extremely careful about how much we show and discuss. The artistic direction of the game is so far stealing the show, but I can’t wait to see what people say when they actually get hands on time with Elika, combat, and our acrobatics system in general.

The frustration literally stems directly from the above point – so far we’re only hinting at certain elements (i.e. Elika) and I really _want_ people to know more. It is very hard for me to hold back and be coy about certain features and core elements of the game when they clearly motivate me a great deal. Restraint has never been my strong point.

Now that I’m back in the office I have a nearly single-minded focus on making sure that the E3 demo blows people away and wins us some ‘best in show’ awards. Six weeks


Ben

Photos from the show floor
(Click to enlarge)









The incredibly creative members of the Official Prince of Persia forums have been letting their pens, pencils, tablets and other drawing implements get away from themselves and have drawn a slew of artwork inspired by the new Prince of Persia. To celebrate this, and to find something that sort of rhymes for a blog subject line, we've declared today Fanart Friday! Below we have posted a bunch of the artworks created by our forum members and we hope you really enjoy seeing them as much as we have.

If you want to see your name in lights and submit your fanart for a future Fanart Friday, please either post them on this thread or email them to UbiRazz. It doesn't matter if you've spent three years at University studying art or if you just scribbled something on the back of a napkin when bored - we love to see your artworks so please do send them in!

UR


By Kaxen

By dom1999

By kaileena750

By Tenshi23

By Kaxen

By gymnocalycium

By fahRENheit2006








Everyone seems to be on Facebook these days so in addition to the Prince of Persia Artefact, which can give you exclusive assets and keeps you up-to-date with what’s going on, we’ve created a Facebook Page. There are already over three hundred Prince of Persia fans on there and you’ll be sure to find hundreds more as people become fans.

We’ll make sure the page is updated with the latest screenshots, videos and concept arts so you’ll never miss anything that’s going on: Click here 









We've had a fantastic time here in Paris and we're really pleased with the reception that Prince of Persia's received both in person and what we've seen online. Ben and JC have been quizzed in many different languages, filmed, photographed, are pretty exhausted and now have the soon-to-begin seven hour plane journey back to Montreal. Yet they're still eager to get back to the team and keep working on the game!

There were over 1,400 people in attendance over the two days and you can see articles and videos begin to go live on various websites all over. Check them all out if you want to learn more about what people thought at Ubidays! The Far Cry 2 community developer, Kimi, has also posted a bunch of photographs from the showfloor on the Ubisoft forums, so check them out as well!

In other news, two Prince of Persia wallpapers are available on the PlayStation 3 network store for free (Arabesque and the Prince) and we're like to reiterate what platforms Prince of Persia is getting developed for: Xbox 360, PlayStation 3, PC and a complimentary title for Nintendo DS.

UR









This blog will be covering all the going's on from the Prince of Persia team from here in Ubisoft Montreal and you'll see all the cool things we're up to. The team here has some extremely talented people and we'll be showing you who these people are, what they do, how they do it and all about the development of Prince of Persia. We're really pleased that you all enjoyed the speed art drawings that were drawn by our concept artist Patrick and there is much more to come. There will be regular updates to this blog over the coming months leading to release in Holiday 2008, so check back every week and you'll be sure to find something new.

Make sure you also join the Prince of Persia forums where you can talk to other Prince of Persia fans. You can be assured that I read those forums daily and give your feedback direct to the developers, so we can make sure this game is exactly what you want.

See you soon!

UR









In the lead-up to Ubidays we’ve released an artwork video of the Prince’s new partner, Elika, who will be integral to the Prince’s success.

[ Check it out! ]









We created 2 sets of wallpapers based on the speed art of the new Prince and the magnificent blue Persian calligraphy you can see on the game website. Enjoy!

[ Download Now ]








Now that you've seen the new Prince of Persia in your local magazines, we asked one of our artists to draw the Prince freehand. This video shows you how the piece comes together.

[ Check it out! ]