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A Rare Behind-the-Scenes Look at Character Animations in the 2008 Prince of Persia

Check out this blast-from-the-past gameplay concept made by Emile Ghorayeb in 3ds Max.

John Animates, a Senior CG Animator and author of the #WatchMeAnimate series, has recently uncovered an incredible piece of video game development history – an early gameplay concept of a Prince of Persia game developed all the way back in the late 2000s.

Featuring a series of fluid character animations during the development stage, the demo not only serves as a delightful eye candy but also offers a rare glimpse into the production process from nearly two decades ago, showing that behind the curtain, today's WIP animations still look pretty much the same. As noted by Johnathan, the concept was set up by the renowned Animator and Animation Director Emile Ghorayeb, who has been in the industry longer than some of those reading this sentence have been alive, using the Biped system in the then-new Autodesk 3ds Max version 9.

In his tweet, John also mentions the demo's creation date as 2007, which might cause some confusion. While Gameloft's remake of the original Prince of Persia game, Prince of Persia Classic, was released that year, there's no indication that Ghorayeb was in any way involved in its production. What I was able to find, however, is that Ghorayeb received a special thanks for his contributions to Ubisoft Montreal's 2008 Prince of Persia, suggesting that the concept was indeed authored in 2007 but intended for a game launched the following year.

Speaking about old-school game development, back in April, Video Game Designer and Programmer Jonathan Blow revisited an ancient development log detailing the production process behind a proof-of-concept game engine created by a team of two in just 18 months for a game where one would need to fight gigantic fighting robots.

You might also like this neat experiment conducted recently by Game Developer Artem Brullov, who utilized Ken Silverman's Build Engine, initially released in 1995 and made popular by the 1996 hit Duke Nukem 3D, to set up an appealing retro-style rain effect and impressive reflective surfaces.

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