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Jordan Mechner

The animator who rotoscoped his brother's movements to make Prince of Persia, then spent thirty years watching the industry catch up to what he understood in 1989

Karateka and the first principle

Jordan Mechner was a student at Yale when he wrote Karateka (1984) for the Apple II. He was eighteen when he started it and nineteen when it was complete enough to submit to Broderbund Software, which published it. Broderbund paid him a $25,000 advance — more than he had expected, enough to confirm that the game was commercially viable rather than a student project that would remain a student project.

Karateka's visual distinction was its animation. Apple II games in 1984 typically moved their characters in ways that reflected the hardware's sprite limitations: small figures that slid across the screen, changed between a fixed set of frames, and communicated movement more through displacement than through the articulation of movement itself. Mechner's karate fighter moved differently — kicked with follow-through, fell with weight, got up slowly after being hit. The animation had reference to real human movement because Mechner had filmed himself performing the movements and used the footage as reference for drawing each frame. The approach was not unique to games — animators had used photographic reference for decades — but applying it systematically to create fluid game character animation was unusual enough that Karateka's movement was remarked upon as exceptional at the time of release.

Karateka sold approximately 500,000 copies across Apple II, Commodore 64, Atari 8-bit, and other platforms. The commercial success confirmed what Mechner had intuited: players responded to animation quality in ways that justified the additional work required to produce it. He began working on a successor project and kept detailed journals throughout the development process — journals that he later published as The Making of Prince of Persia (2011), which became a primary source document for understanding game development in the 1980s.

Rotoscoping Prince of Persia

Prince of Persia took four years — from 1985 to 1989 — to develop. The game's animation was produced by rotoscoping: filming real movement on video, then tracing each frame as pixel art for the game. Mechner's younger brother David served as the primary movement reference. David ran, jumped, hung from ledges, rolled, and was filmed doing all of it in a pair of white pants and a white shirt against a dark background, creating footage that could be traced without being obscured by complex backgrounds or clothing detail.

The rotoscoped prince moved in ways that no game character had moved before. He ran with the changing rhythm of real running — the lean into acceleration, the rebalancing on landing. He grabbed ledges with the slight slip-and-catch of actual arms taking weight. He died, when he fell too far, with the specific looseness of a body that had lost tension. These animations required far more frames than conventional sprite animation — a single action might require twenty or thirty frames rather than four or eight — which made the Apple II's memory management a significant engineering challenge alongside the animation production challenge.

The game's level design was built around what the movement system made possible and what it made plausible. Gaps between platforms were sized to be jumpable using the run-up jump that the rotoscoped animation supported — a player who tried to jump from a standing position wouldn't make it. The timing of guards' attacks was calibrated around the prince's response time. The game felt physically coherent in a way that was inseparable from the animation's quality: because the prince moved like a person, the world had to be sized and timed like a world that a person could navigate. The connection between animation quality and level design coherence was not incidental. It was the project's central design insight.

The Last Express and what followed

Prince of Persia sold over a million copies across its many platform versions and spawned a sequel, Prince of Persia 2: The Shadow and the Flame (1993), which Mechner directed from a distance while working on his next independent project. The Last Express (1997) was the game he made during the years when the games industry was being transformed by 3D graphics, CD-ROM storage, and Hollywood production values. It was none of those things.

The Last Express was set aboard the Orient Express in the days before the First World War. The game's world ran in real time: characters moved through the train according to their own schedules, had conversations that happened without the player's involvement, and pursued objectives whether or not the player was watching. The visual style was rotoscoped 1920s-inspired illustration — the same photographic-reference animation approach Mechner had used in Karateka and Prince of Persia, applied to a period aesthetic with specific visual beauty. The game was commercially unsuccessful: the market it appeared in expected 3D environments and shooting, not a real-time mystery set in 1914 with a hand-illustrated visual style. Brøderbund, which published it, was acquired and the game was not aggressively marketed.

Mechner wrote the script and designed the cinematic sequences for the Ubisoft Prince of Persia: The Sands of Time (2003) — a reimagining of his original game in full 3D, with a time-rewinding mechanic that was explicitly designed to address the frustration of deaths from unfair obstacles. The mechanic was a direct response to the most common complaint about the original Prince of Persia and became the feature most associated with The Sands of Time's identity. Mechner's involvement was credited as writer and designer; the implementation was Ubisoft Montreal's. The game sold over two million copies, and the franchise it relaunched generated sequels through the following decade. Mechner's game design instincts, formed in the mid-1980s while tracing his brother's running footage frame by frame, proved durable enough to anchor a franchise thirty years after the original.