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Prince of Persia: Time Run by Ubisoft Entertainment

Level Designer

Platform: iOS

Duration: 2 years and 10 months

  • I joined Time Run team in August 2013. After joining the team I was mentored by Vincent Monnier (Gameplay Director, Eidos Montreal, vincent.monnier@eidosmontreal.com). I got to learn so much from him and soon i started implementing my training by creating levels based on assigned emotions/flavors. For last 10 months I became the prime Level Designer on the project.

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  • As a Level Designer my role was to continuously create level patterns with enough gameplay variations  based on a certain emotion/flavor. I also handled the game generation logic and random generation of the patterns created for the project.

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  • I worked very closely with the Game Designers, Programmers, Artists and Content Director to make sure that the levels are supporting the intention envisioned by them. Also I documented my creations to ensure better communication with the team. I constantly pitched for new ideas, experiences and emotions to ensure fast flow of level patterns into the game.

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  • I was also an active participant in the development of Live-Ops team in the studio. I actively analysed data and modified level difficulty, generation of levels and run logic.

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  • I regularly hosted short play test sessions to check whether level design, generation logic and random generation of levels is reflecting correctly or not. Also to check the difficulty level of the rhythm of every level. Created playtest reports in order to justify the data accumulated from the playtesters.

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