The Triplets of Belleville, acted as an advisor and concept artist for the cutscenes and storyboards, working together with art director Raphaël Lacoste. The script was written by Corey May and Dooma Wendschuh of Sekretagent Productions. They were brought on board when they approached Ubisoft about adapting one of their other video game series for television, working with the production team to incorporate the narrative into the gameplay. Hiring professional scriptwriters was part of the team's effort to make the Prince and the overall narrative feel more realistic. They described the story's theme as showing that anything could be possible when enough effort was given, shown through the Prince attempting to achieve the impossible and change his fate. The story was meant to be relatable to players, with the Prince being shown as frightened and desperate due to the Dahaka's pursuit. The female characters were written to initially appear as stereotypes, such as Kaileena being a damsel-in-distress, then subvert player expectations later in the story. Developing enemy personalities was the motivation behind including dialogue between the Prince and his enemies. The original game's style of narration by a character was dropped for Warrior Within, with Mallat later feeling "something was lost" from the presentation because of this. The voice of the Prince was recast from The Sands of Time, with Robin Atkin Downes replacing Yuri Lowenthal. In a later interview, Lowenthal felt that this was a conscious decision by Ubisoft to fit in with the game's overall tonal shift, and thought it was the right decision. Lead sound designer Jonathan Pilon explained the change as necessary due to the Prince's more hardened and world-worn portrayal, in addition to the new voice better fitting his redesigned appearance. Kaileena is voiced by Italian actress Monica Bellucci. She accepted the role based on interest in the story, and her liking of Kaileena's character due to her personality and her position as someone who knows their fate. The role was a "new experience" due to using only her voice to give personality to an otherwise animated character. As with her other roles, she had a voice coach to prepare herself for the character. The art direction was "darker and more oppressive", was influenced by the storyline, using a "monochromatic" palate to create a consistent design throughout the game's areas and communicate the narrative and gameplay. Each time period would express opposite feelings through different