Ubisoft is a large French video game publisher with over 5,000 employees across 17 countries. It is the third largest video game publisher in Europe and fourth largest in America. Some of Ubisoft's most successful franchises include Tom Clancy's Rainbow Six, Assassin's Creed, and Prince of Persia. Ubisoft also publishes many children's games and uses motion controls and 3D cameras in their technology. Just Dance is a popular music game franchise published by Ubisoft, with the first game selling over 2 million copies in its first 4 months and Just Dance 2 improving on the original with new dance modes and custom songs.
Ubisoft is a large French video game publisher and developer with studios in 17 countries and over 5,000 employees. It is the third largest video game publisher in Europe and fourth largest in America. Some of Ubisoft's most successful franchises include Assassin's Creed, Tom Clancy's Rainbow Six, and Prince of Persia. The Just Dance series on the Wii console has also seen strong sales, with the first game selling over 4 million copies and Just Dance 2 selling over 5 million. Ubisoft has faced some controversies over the years related to copy protection issues and lawsuits.
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
The document summarizes the role and responsibilities of a game designer at Ubisoft Entertainment. It outlines the qualifications needed which include strong communication skills, extensive knowledge of games, experience with multiplayer design, and a passion for games. As a game designer, the individual would focus on level and storyline development and be involved in pre-production and 85% of the production stages. The role is at the core of overseeing many aspects of game development. A college degree is normally required along with experience modifying game levels. It can take 5-10 years to gain the necessary knowledge and experience for the role.
This document provides an overview of Ubisoft's marketing planning and international operations from 1986 to present. It discusses Ubisoft's origins creating its first game in 1986 called Zombie. It outlines Ubisoft's expansion creating Rayman in 1995 and becoming a multinational company by 2002. The document also analyzes the video game industry trends, Ubisoft's challenges coordinating global development and marketing, and provides a SWOT analysis and solutions for Ubisoft moving forward.
The Next-Gen Dynamic Sound System of Killzone Shadow FallGuerrilla
We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4. However, the ideas used are widely applicable and the focus is on integration with the game engine and fast iteration, with special attention to shortcuts to get your creative spark translated into in-game sounds as quickly as possible. We will demonstrate our implementation of these demands, which is a next-gen sound system that was designed to combine artistic freedom with high run-time performance. It should be interesting to both creative as well as technical minds who are looking for inspiration on what to expect from a modern sound design environment. To emphasize the performance advantage, we will show the point of view of both the sound designer and the programmer simultaneously. We will use examples starting with simple sounds and build up to increasingly more complex dynamic ones to illustrate the benefits of this unique approach.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Out of Sight, Out of Mind: Improving Visualization of AI InfoGuerrilla
When AI was simple, debugging consisted of confirming that the character was simply doing the one thing you expected. Over time, debugging moved away from "what" and became more about "why?" or "why not?" The collision of information about the agents, the environment, the player and the game state creates an enormous amount of data that can affect the decisions that the characters make. In this presentation some features of ReView will be demonstrated as how it was used for debugging the multi-player bots in Killzone Shadow Fall.
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
The document provides details on the cloud system developed for the video game Horizon Zero Dawn. Key points:
- Clouds were procedurally generated using noise textures and gradients to define shapes rather than pre-made assets, allowing them to evolve over time as part of the weather system.
- Cloud modeling involved sampling noises to build density and add detail, with different noises used to define cloud types and add turbulence.
- A weather system controlled cloud coverage, type, and precipitation to drive cloud evolution based on location. It was overridden for cutscenes with custom textures.
- Lighting approximated key effects like scattering and cloud edges to give a realistic look within performance constraints.
The Production and Visual FX of Killzone Shadow FallGuerrilla
With the arrival of next generation consoles comes more processing power and memory... and with that, a whole lot more possibilities. Take an exclusive look behind the scenes of this Playstation 4 launch title and hear about the challenges the team were faced with during production. Learn more about the engine's new lighting and shading tech and take a closer look at how some of the effects like dynamic dust, rain and various particle effects are achieved.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Ubisoft is a large French video game publisher with over 5,000 employees across 17 countries. It is the third largest video game publisher in Europe and fourth largest in America. Some of Ubisoft's most successful franchises include Tom Clancy's Rainbow Six, Assassin's Creed, and Prince of Persia. Ubisoft also publishes many children's games and uses motion controls and 3D cameras in their technology. Just Dance is a popular music game franchise published by Ubisoft, with the first game selling over 2 million copies in its first 4 months and Just Dance 2 improving on the original with new dance modes and custom songs.
Ubisoft is a large French video game publisher and developer with studios in 17 countries and over 5,000 employees. It is the third largest video game publisher in Europe and fourth largest in America. Some of Ubisoft's most successful franchises include Assassin's Creed, Tom Clancy's Rainbow Six, and Prince of Persia. The Just Dance series on the Wii console has also seen strong sales, with the first game selling over 4 million copies and Just Dance 2 selling over 5 million. Ubisoft has faced some controversies over the years related to copy protection issues and lawsuits.
The document discusses issues with common approaches to "gamification". It argues that many gamification efforts focus only on superficial elements like points and badges without incorporating meaningful game design principles. This results in "exploitationware" that uses extrinsic motivators to encourage behaviors but lacks intrinsic challenges that make games engaging. True gamification requires integrating feedback and rewards into systems with engaging core mechanics that provide learning and flow experiences for users.
The document summarizes the role and responsibilities of a game designer at Ubisoft Entertainment. It outlines the qualifications needed which include strong communication skills, extensive knowledge of games, experience with multiplayer design, and a passion for games. As a game designer, the individual would focus on level and storyline development and be involved in pre-production and 85% of the production stages. The role is at the core of overseeing many aspects of game development. A college degree is normally required along with experience modifying game levels. It can take 5-10 years to gain the necessary knowledge and experience for the role.
This document provides an overview of Ubisoft's marketing planning and international operations from 1986 to present. It discusses Ubisoft's origins creating its first game in 1986 called Zombie. It outlines Ubisoft's expansion creating Rayman in 1995 and becoming a multinational company by 2002. The document also analyzes the video game industry trends, Ubisoft's challenges coordinating global development and marketing, and provides a SWOT analysis and solutions for Ubisoft moving forward.
The Next-Gen Dynamic Sound System of Killzone Shadow FallGuerrilla
We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4. However, the ideas used are widely applicable and the focus is on integration with the game engine and fast iteration, with special attention to shortcuts to get your creative spark translated into in-game sounds as quickly as possible. We will demonstrate our implementation of these demands, which is a next-gen sound system that was designed to combine artistic freedom with high run-time performance. It should be interesting to both creative as well as technical minds who are looking for inspiration on what to expect from a modern sound design environment. To emphasize the performance advantage, we will show the point of view of both the sound designer and the programmer simultaneously. We will use examples starting with simple sounds and build up to increasingly more complex dynamic ones to illustrate the benefits of this unique approach.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Out of Sight, Out of Mind: Improving Visualization of AI InfoGuerrilla
When AI was simple, debugging consisted of confirming that the character was simply doing the one thing you expected. Over time, debugging moved away from "what" and became more about "why?" or "why not?" The collision of information about the agents, the environment, the player and the game state creates an enormous amount of data that can affect the decisions that the characters make. In this presentation some features of ReView will be demonstrated as how it was used for debugging the multi-player bots in Killzone Shadow Fall.
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
The document provides details on the cloud system developed for the video game Horizon Zero Dawn. Key points:
- Clouds were procedurally generated using noise textures and gradients to define shapes rather than pre-made assets, allowing them to evolve over time as part of the weather system.
- Cloud modeling involved sampling noises to build density and add detail, with different noises used to define cloud types and add turbulence.
- A weather system controlled cloud coverage, type, and precipitation to drive cloud evolution based on location. It was overridden for cutscenes with custom textures.
- Lighting approximated key effects like scattering and cloud edges to give a realistic look within performance constraints.
The Production and Visual FX of Killzone Shadow FallGuerrilla
With the arrival of next generation consoles comes more processing power and memory... and with that, a whole lot more possibilities. Take an exclusive look behind the scenes of this Playstation 4 launch title and hear about the challenges the team were faced with during production. Learn more about the engine's new lighting and shading tech and take a closer look at how some of the effects like dynamic dust, rain and various particle effects are achieved.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Ubisoft Expands Assassin's Creed Universe Beyond Video Games with New Animate...Ubisoft Montreal
Ubisoft is expanding the Assassin's Creed franchise beyond video games with a new animated short story called Assassin's Creed Ascendance. The short film bridges the narrative between Assassin's Creed II and the upcoming Assassin's Creed Brotherhood. Ubisoft is also releasing an Assassin's Creed comic book series and figures to further immerse fans in the Assassin's Creed world. Assassin's Creed Brotherhood is scheduled for release in November 2010 on the Xbox 360 and PlayStation 3.
Nivea, the #1 Skincare Brand, Partners with Ubisoft to Create Groundbreaking ...Ubisoft Montreal
1) Ubisoft and Nivea partnered to create groundbreaking fitness programs by including a Nivea workout in the video game Your Shape: Fitness Evolved, which utilizes Kinect for Xbox 360.
2) Two additional workouts developed with Nivea's fitness expert Sarah Maxwell will be available as downloadable content through 2011.
3) The partnership aims to offer consumers a holistic at-home fitness program through an immersive gaming experience for both men and women to stay in shape and reach personal goals.
Ubisoft will showcase a wide range of highly anticipated games at Gamescom 2010, including Assassin's Creed Brotherhood, Driver: San Francisco, Michael Jackson The Experience, RUSE, H.A.W.X. 2, Raving Rabbids: Travel in Time, Your Shape: Fitness Evolved, MotionSports, and Racquet Sports. Visitors will be able to play multiplayer modes and demos of these titles at Ubisoft's booth. They will also have the chance to participate in dance and RUSE tournaments for prizes.
Ubisoft Reports Estimated Sales for First Quarter 2010-11Ubisoft Montreal
Ubisoft reported estimated sales for the first quarter of 2010-11 of €160 million, up 93% from the previous year. Several titles performed well including Splinter Cell Conviction which sold 1.9 million units. Sales are expected to be around €83 million for the second quarter. Driver has been moved to the fourth quarter for release. Ubisoft confirms its forecast for a return to profitable growth and positive cash flow for the full 2010-11 year.
Ubisoft will showcase their lineup of games including Assassin's Creed Brotherhood, Shaun White Skateboarding, and Tom Clancy's Ghost Recon Future Soldier at E3 2010. They will host a press conference on June 14th at the Los Angeles Theatre, which will be hosted by Joel McHale and feature live demonstrations of their upcoming games. Information about Ubisoft's activities at E3 will also be available on their website.
Ubisoft Launches Environment-friendly Packaging for its PC, Xbox 360 and Play...Ubisoft Montreal
Ubisoft is launching an environmental initiative to replace paper game manuals with digital manuals included in video games for PlayStation 3, Xbox 360, and PC titles. This will eliminate paper usage and is the first such program in the video game industry. Ubisoft's digital manuals will provide easier access to game information while allowing the company to reduce its environmental impact. Ubisoft is also partnering with Technimark to use recycled DVD cases for future PC games.
Assassin's Creed II Awarded Guinness World RecordUbisoft Montreal
Assassin's Creed II received a Guinness World Record for being the most cover-featured video game. It was featured on the cover of 127 publications in 32 countries between April 2009 and April 2010. Ubisoft received confirmation from Guinness World Records that Assassin's Creed II held the record. The worldwide popularity and press team's promotion led to this achievement for the game, beating other major 2009 releases for most magazine covers.
- Ubisoft reported financial results for the first half of fiscal year 2010-2011, with sales up 57% to €260 million compared to the same period last year.
- However, the company had a current operating loss of €64.9 million and a net loss of €89.8 million due to increased R&D and marketing expenses and one-time reorganization charges of €62.1 million.
- For the full 2010-2011 fiscal year, Ubisoft expects strong sales in the upcoming holiday period from new releases like Just Dance 2 and Assassin's Creed: Brotherhood.
Assassin's creed III ce sera la révolution americaine
1. ASSASSIN’S CREED® III : CE SERA LA
REVOLUTION AMERICAINE
Nouveau théâtre historique pour le projet le plus ambitieux de
l’histoire d’Ubisoft
MONTRÉAL, Canada — le 5 mars 2012 — Assassin’s Creed® III sera disponible le 30
octobre 2012, invitant les joueurs à vivre la Révolution américaine telle qu’elle n’a jamais
été racontée dans les livres d’histoire. Le jeu est également en développement pour la
Wii U™ de Nintendo. Avec plus de trois ans de développement et une capacité de
production deux fois supérieure à celle des précédents jeux de la saga, Assassin’s Creed
III est le projet le plus important de l’histoire d’Ubisoft et dévoile un tout nouvel assassin
promis à un destin de légende. Assassin’s Creed III est développé par le studio d’Ubisoft
Montréal, en collaboration avec six autres studios d’Ubisoft.
Assassin’s Creed III présente Ratohnhaké:ton, dit Connor, un nouvel Assassin né de
parents amérindiens et anglais. Ce dernier est la nouvelle voix de la justice dans la
guerre millénaire qui oppose les Templiers aux Assassins. Les joueurs incarneront Connor
dans une lutte sans merci pour la liberté au sein de l’expérience de combat la plus fluide
et stylisée de l’histoire de la franchise.
Se déroulant à la fin du XVIIIe siècle, sur fond de Révolution Américaine, le jeu propulse
les joueurs au cœur de la Guerre d’indépendance, et les invite à découvrir les villes
coloniales et les champs de batailles intenses et chaotiques où l’Armée continentale de
George Washington a combattu l’imposante Armée britannique.
Assassin’s Creed III est développé avec le nouveau moteur graphique révolutionnaire,
l’Ubisoft-AnvilNext, qui offre une qualité époustouflante tant au niveau visuel que dans le
détail des personnages et l’intelligence artificielle du jeu, pour un niveau de réalisme
jamais vu auparavant. Assassin’s Creed III redonne vie à l’Amérique coloniale grâce à
des graphismes renversants.