Yahoo Web Search

Search results

    • Image courtesy of youtube.com

      youtube.com

      2004

      • Prince of Persia: The Sands of Time was released in 2003, and proved a critical and financial success, with over 14 million copies sold by 2014, as well as several sequels. A small team in Ubisoft Montreal worked on developing a Prince of Persia for the next-generation consoles starting in 2004.
      en.wikipedia.org › wiki › Ubisoft_Montreal
  1. People also ask

  2. May 3, 2022 · Prince of Persia: The Sands of Time remake was originally announced in September 2020 for an expected 2021 release date. The game would be delayed twice, once from January to March, and then...

    • From humble beginnings to global domination.
    • Far Cry 3 - Canceled Version, Original Concept Art

    By Mitch Dyer

    Posted: Feb 3, 2014 7:59 pm

    When Ubisoft Montreal opened in the summer of 1997, the video game development house did not know how to make games. Its management didn't hire hardened industry veterans. Of the 50 original employees, about half came from Ubisoft’s Paris headquarters. The rest -- those whom the French leaders recruited and trained -- had no idea how to create software. Yannis Mallat, CEO at Ubisoft Montreal, makes this extremely clear.

    “The founding myth of this studio,” he says, “is that we took a bunch of young people, we gave them PCs, and we said, ‘Make games.’ They were absolutely not game developers at the time.” Mallat emphasizes, “They didn’t know how to make a game whatsoever. At all.” The goal, however, was to change that, to transform Montreal into a place revered for its mastery in the industry. In turn, Mallat says the driving force behind the studio became, “You think we can’t make games. We’ll prove you wrong.”

    Over the course of the next 15 years, the small-time spinoff studio innovated in unpredictable ways, handcrafted some of the industry’s most successful series, and became what is one of the most important game developers in existence.

    Yannis Mallat did not join Ubisoft Montreal as its CEO, nor did he always work in the games industry. Before sending his resume to Ubisoft, Mallat spent time aiding African villages, improving their crops and production.

    The Far Cry 3 we know is not the Far Cry 3 that could have been. When it entered pre-production in 2008, the setting and hero were different. So was the creative staff. This sort of thing happens in game development, and it happens often at Ubisoft Montreal. Some things don’t work. People leave. Goals change. Ubisoft adapts.

    Somewhere along the way, the vision for Far Cry 3 turned inside out. WestStudio, an external concept art house, helped Ubisoft Montreal realize a visual direction for the return to Far Cry’s seaside origins. A ravaged resort, golf course, and theme park appeared amid scenic beaches and a dense jungle populated by masked pirates. The thematic essence of this first-draft Far Cry 3 remained in the eventual 2012 release, but a few important things happened during its development cycle.

    Following Far Cry 2, Clint Hocking never appeared to have been involved in the sequel; he went on to create something new at Ubisoft Montreal, but it never got off the ground and he eventually departed for LucasArts. Redding moved over to Ubisoft’s new Toronto studio to start work on Splinter Cell: Blacklist. Far Cry 3’s narrative director, Raphael van Lierop, left Ubisoft for Relic Entertainment. Josh Mosqueira, Far Cry 3’s creative director, took a position at Blizzard. By 2010, the Far Cry creative team was effectively gutted.

    By hiring new blood and shifting talent within its Montreal studio, Ubisoft filled those holes. This new team, with inspiration from the pre-production leftovers, moved forward with its own island, story, cast of characters, and game design ideas.

    The Far Cry 3 we know is not the Far Cry 3 that could have been – but those responsible for what it became are justifiably proud of their vision and execution, even in the face of controversy and criticism.

    Before a game world becomes a believable place, the pieces need to facilitate interesting gameplay. One bearer of that burden is Mark Thompson, level design director on Far Cry 3.

  3. A small team in Ubisoft Montreal worked on developing a Prince of Persia for the next-generation consoles starting in 2004. They wanted to break away from having the player-character as a prince, and soon came to the concept of having the player control one of the Assassins in protecting the prince during the period of the Third Crusade .

    • 25 April 1997; 26 years ago
    • Montreal, Canada
    • ≥4,000 (2021)
    • Video games
  4. May 3, 2022 · By DeAngelo Epps May 3, 2022. While some may have forgotten that a Prince of Persia: The Sands of Time remake is still being developed, Ubisoft announced a switch in its development team. The...

  5. May 3, 2022 · News. Development for Prince of Persia: The Sands of Time Remake has been taken over by Ubisoft Montréal. Nearly frozen in time. Cameron Woolsey. |. Published: May 3, 2022 10:30 AM PDT. 0....

  6. May 24, 2023 · Prince of Persia: The Sands of Time Remake was once set for release across PlayStation 4, Xbox One, and PC on March 18, 2021, but was delayed and re-dated for 2022. Then, Ubisoft announced that...

  7. May 3, 2022 · Prince of Persia: The Sands of Time Remake was delayed from January 2021 to March last year, before it was put on hold indefinitely. As of last June, Ubisoft was targeting a 2022...