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Prince of Persia: The Lost Crown

Lead Game Designer.
Ubisoft Vietnam, Team size:6
January 2024 - April 2025.

Genre: Metroidvania, Action, Platformer.

Platform: PC/Xbox/PS/Switch, Mobile/Tablet.

Embark on an exhilarating journey filled with breathtaking landscapes and intricate puzzles. Navigate through a rich tapestry of ancient lore and formidable enemies to uncover the mysteries surrounding a powerful artifact. With stunning visuals and fluid, this adventure promises to challenge your skills and immerse you in a captivating story of heroism and betrayal. Prepare to reclaim your destiny in a world where every decision shapes your fate.

Responsibilities:
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  • Leading the design execution based on the prod roadmap.

  • Hands-on experience in combat balancing, special focus on accessibility settings for gameplay (Console to mobile).

  • Maintaining a clear design vision through concrete GDD & other documentation. Feedback & Playtest to ensure quality. 

  • Collaborating with teams across the globe and ensuring a singular directional focus for all.

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Scan to play on Mobile

Achievements:
  • Successful & Extensive Playtests to balance the combat, especially with mobile controls. Nailing down the accessibility settings for mobile/tablet players.

  • Positive response from the community & a very successful award run, especially in terms of Accessibility (my focus).

Challenges: Designing a dedicated Controls Remapping feature for Mobile & Touch controls as a playable gym.
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One of my major contributions to the game was Controls Remapping feature with Touch Controls. This was a challenging mission due to the amount of touch controls present in the game. This combined with the issue of fingers blocking view while playing with touchscreen presented quite a challenge but we did not want to reduce the accessibility of the game. The way we approached it was extensive playtesting with as much freedom to our testers as they would like to play around with the placement/size/transparency of all buttons along with multiple input methods for some mechanics (Example: Our famous Auto-Parry system in mobile).

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We got our first breakthrough during a big playtest, noticing the 3 core controls were always nearby for all playtesters. This gave us a strong base for placement of all controls. Following encouraging results we based the placement off the core skills triangle.

Challenges: Porting the Game for different market segments.

At the moment, I am not allowed to share more about the different business ventures I helped with on the project, but it involves bringing the project to different & newer markets. This gave me exposure to the business side of games & how to handle design & content catering to different market requirement & compliance policies.

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