The remake of Prince of Persia: The Sands of Time made a brief appearance during Ubisoft Forward, with a CG teaser trailer showing a reignited candle and a launch year of 2026. Behind the scenes, the game has entered full production at Ubisoft Montreal (with the support of co-dev studios in Toronto, Bucharest, Paris, and Pune), with the goal to stay true to the original while bringing modernity to the combat, storytelling, and more. To find out more, we spoke with Creative Director Bio Jade Adam Granger and Game Director Michael McIntyre.
When we last talked about Prince of Persia: The Sands of Time, the project was still in the conception phase. What has happened in the year since we last spoke?
Michael McIntyre: We finished our pre-production phase; we are now in full production, which means that we have built a small version of the game that allowed us to validate many of our ambitions with the remake.
Bio Jade Adam Granger: I joined the project, to start with! [laughs] It was last summer. The game has a lot of importance to me; it's a game from my teenage years. I remember renting it at the video store and playing the heck out of it, so it is a building block of gaming for me.
We built a passionate team here in Montreal, and it's fantastic to now have the support of other Ubisoft teams from around the world.
How would you describe your overall approach to remaking Prince of Persia: The Sands of Time?
BJAG: Remaking a classic is very daring and exciting to me. What I wanted to bring is the idea of "sanctify, respect, modernize, and add." So those four pillars are what we use to define everything in the game. If we take an enemy, for example: Do we want to sanctify it, keep it as-is because it's so iconic? Do we