About Prince of Persia: The Sands of Time
In 2001 Ubisoft's founder, Yves Guillemot, invited me to lunch in Paris. His proposal: Bring Prince of Persia — at that time a decade-old, "classic" (i.e., dead) game franchise — to the current generation of consoles.
It wasn't a slam-dunk. Broderbund's recent attempt at a 3D Prince of Persia had fizzled, treading ground already broken by Eidos's POP-inspired Tomb Raider. Nostalgia wouldn't be enough to excite PlayStation2/Xbox gamers too young to remember the original 2D POP. The new game had to stand on its own merits.
I flew to Montreal and joined a talented young French-Canadian team led by producer Yannis Mallat — first as creative consultant, then as scriptwriter, casting and directing the voice recording sessions, and finally coming on board full-time.
For the team, it was a chance to show the world a franchise reboot done right. For me, the project reawakened my joy in making video games after a four-year hiatus.