ubisoft toronto
ubisoft toronto inc. build central toolkit of test harnesses and ubisoft systems / engines experience. at e3 2017, ubisoft toronto announced its first new ip, ...
ubisoft toronto inc. at e3 2017, ubisoft toronto announced its first new ip, starlink: . the studio recently shipped far cry 5 in collaboration with ubisoft ...
ubisoft toronto inc. ubisoft is committed to enriching players’ lives with original & memorable entertainment experiences... .
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matt rose, ubisoft toronto producer, presents an exclusive look at ubisoft toronto' s new video game starlink: battle for atlas that will be announced at next week' s e3 .
in 2018 ubisoft toronto was named one of canada’s top employers for young people. find out why .
visited ubisoft toronto to learn what it' s like working in our motion capture studio. watch !
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ubisoft toronto organizes the
nxt showcase
, a bi - annual competition for art students in their final year at toronto - based post - secondary schools. the company also awards an apprenticeship annually though the interactive ontario ubisoft toronto women in games apprenticeship program .
the ubisoft toronto team is living their childhood dreams and making great games in a diverse and exciting city .
at ubisoft toronto, we’re committed to building a culture of learning and supporting the development of our team .
ubisoft toronto creative director laurent malville shows a bit of starlink, with a spaceship mounted on his controller .
ubisoft toronto is a growing and diverse team of game creators – we’ve come together from across th ...
! we need a natural problem solver to join the ubisoft toronto team as product manager. apply here > >
it was a whirlwind week for the ubisoft toronto team as we took starlink: battle for atlas to e3 2018… .
the ubisoft toronto nxt showcase is an annual competition open to ontario students. winners spend the summer working with the studio’s top talent .
the ubisoft toronto team is living their childhood dreams and making great games in a diverse and exciting city. dream with us > >
the ubisoft toronto team is living their childhood dreams and making great games in a diverse and exciting city. dream with us > > urltoken
we' re looking for a natural problem solver to join the ubisoft toronto team as product manager. apply here > > urltoken | |
ubisoft’s toronto studio has been involved in the development of the far cry series since far cry 4 and was hence also part of the primal team since ubisoft puts strong emphasis on collaborations between studios and within brands .
although we don' t know anything about ubisoft toronto' s latest project, ubisoft as a publisher has announced and is preparing to launch a handful of new ips, including 2016' s the division and for honor. ubisoft toronto' s past credits include the aforementioned tom clancy' s splinter cell: blacklist, assassin' s creed: unity, and far cry 4, although it should be noted the latter two were created in conjunction with ubisoft' s montreal studio .
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ubisoft is 10, 000 creative minds spanning 6 continents. with around 85% of its staff devoted to game development, ubisoft has the 2nd largest in - house creative team in the world .
established in 2010, ubisoft toronto is a growing and diverse team on a collective mission to create what’s next in aaa open world games. the studio announced its first new game at e3 2017, starlink: battle for atlas, an all - new, action - adventure game where players assemble customizable controller - mounted starships and launch into epic, interplanetary adventures. the toronto team is also hard at work on far cry 5 in collaboration with ubisoft montreal. the studio shipped its first lead production, tom clancy’s splinter cell® blacklist™, to critical acclaim in 2013. since then, the toronto team has contributed to multiple award - winning ubisoft brands including: assassin’s creed®, far cry®, watch dogs®, and for honortm. ubisoft toronto was honoured for 2018 as one of canada’s top 100 employers for the third consecutive year .
a similar posting on ubisoft' s website lists the toronto studio as being
on a collective mission to create what’s next in aaa games .
currently, no other details are known at this time .
ubisoft toronto is creating its own universe and characters for this game, centred on pilots defending the world of atlas and travelling to seven sprawling worlds to battle the legion — dark forces that can consume and take over planets .
running ubisoft’s studio in toronto, alex parizeau is looking after 400 employees. he tells us about future plans for the studio, explains how the worldwide locations work together and based on which criteria the projects are split between the teams .
i applied through a recruiter. the process took 3 weeks. i interviewed at ubisoft (montreal, qc) .
starlink: battle for atlas features spaceships and pilots added to the controller with modular parts that can be added or swapped for use in - game. ubisoft toronto' s big new project was unveiled monday at e3 in los angeles .
the toronto office has currently about 400 employees, but is expected to grow to approx. 800 people within the next five years .
you have been part of the ubisoft family for about ten years. how do you think the work processes have changed during this time ?
ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world - renowned brands. the teams throughout ubisoft' s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms .
in far cry 4 (top) the toronto team was in charge of the shangri - la missions. the tiger they created for it was further developed into the beastmaster features for far cry primal (bottom) – a part of the game that was entirely created in toronto .
“we want people to know that something this cool is coming out of toronto, ” said daniel ebanks, the art director on the game .
while ubisoft toronto has done worked on a number of sequels including far cry 4, assassin’s creed unity and watch dogs 2, starlink is the studio’s first foray into what the industry calls new “ip” or intellectual property — a completely new story. it’s a substantial gamble, but it’s the sort of big project that ontario’s provincial government was probably hoping for in 2009, when it gave $ 263 million over 10 years to ubisoft to set up shop here .
the studio in toronto currently has about 400 employees. what’s your thought on how big the studio should become? would you like to see a second montreal ?
“this game has been a labour of love for us here. it is a completely modular, smart building toy that we have developed from the ground up, ” says ubisoft toronto producer matt rose. “it is toys - to - life but we really kind of see it as the next generation of that. ”
ubisoft has studios around the globe which makes collaboration difficult. for that reason there is usually a lead team in charge of the other locations, overseeing respective tasks .
the company manages the ubisoft toronto giveback program, which has a goal of supporting the junction triangle community and organizations that promote creativity and innovation in the field of of science, technology, engineering, and math (stem) through charitable donations, fundraising and mentorship. each year, the company also surveys its employees to determine which charities to support .
the idea for starlink started out years ago — after ubisoft toronto delivered its first game, 2013’s splinter cell: blacklist — with a mandate from the company’s top brass to find innovative new approaches to gameplay. a team of 10 brainstormed and created different prototypes and game ideas, two of which actually becoming nuit blanche installations, including one called go poser go in 2014 .
alex parizeau ubisoft is a company that embraces innovation and is usually very receptive to ideas coming from the teams. obviously we have the big brands, but there is also room for other projects – unfortunately, i can’t talk about all the things we’re doing here in toronto. we have a lot of opportunities for teams to propose ideas, some of which we embrace and others we actually end up working on. that’s not only the case in toronto, but across the entire ubisoft family [ see article about fun house on page 47 ]. some of those ideas remain smaller projects, others we expand to become bigger projects like, e. g. , »grow home« which was created by our studio in newcastle. there are a lot of projects like that across all studios and genres .
even though ubisoft’s studios are mainly working on big brands, employees are always encouraged to put forward ideas for new projects which might actually make it into production like, e. g. , grow home .
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what does the organization within a studio look like? you mentioned that toronto worked on far cry primal which is now finished. will those team members who were involved in this project now be shifted straight to the next one ?
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toronto is the fourth largest city in north america, the biggest city in canada and ranked one of the safest cities in the world. we have a diverse, vibrant community and that’s reflected in the diversity and talents of our team .
last week, the star got an exclusive look at the game, learning about its inception and the ambitions it represents for toronto’s biggest video - game studio. starlink started out as a prototype and now has about 100 employees working on it at the company’s wallace st. studio .
alex parizeau well, montreal is a lot bigger than we are. true, we currently have about 400 employees in toronto and we’re still growing since we are working on a lot of projects and see a lot of potential for the studio. so we currently expect to grow to 800 employees by 2020. that’s basically our 5 - year plan .
as well, considering that ubisoft is creating a new fictional universe from scratch, it is likely that there will be some sort of tie - in, like a cartoon or web series that helps to introduce and fill in the blanks about the characters and the universe, although at this point the company is not talking about any of those plans .
in far cry 4, e. g. , the toronto studio was in charge of the shangri - la missions and the tiger. the team came up with a lot of ideas how to expand the use of such a beast in the game, something we later also discussed with the »far cry primal« team. they gave us a lot of room for experiments and creating prototypes, which eventually led to the beastmaster elements .
alex parizeau that’s hard to tell. i think that ubisoft is still quite the family business. i don’t know if you have ever met yves or serge. anyway: even if the company has grown, these two still look at every single project and are part of our day - to - day work. we talk a lot to both of them. and that focus on quality and the importance of having the best people, sharing expertise and stimulating innovation inside the company very much comes from them. and i think that’s what motivates people and makes ubisoft so successful. it’s this core culture that defines ubisoft and makes me love working for this company. i don’t think this has changed a lot in recent years, even if the projects and teams have grown. when we first built assassin’s creed and there weren’t a lot of open - world games yet, we were pioneers. today, players expect top - quality and innovative games, so we constantly have to push the boundaries of what’s feasible. so it’s more the market that has changed rather than the company. today, there are indie studios creating really innovative projects, other competitors pushing open world, etc. it’s a completely different business than eleven years ago when i started. games are everywhere these days and are much more relevant, which makes it even more motivating to work in this industry .
of course we can’t invest in every idea, but others we just have to adopt. that’s the problem with great ideas: if we think they’re cool, we have to do them, and that usually means investing one or two years to complete them. but obviously we can’t always start new projects, so again it’s difficult to find the right balance. but at the end of the day i’m convinced that ubisoft is doing a good job granting employees a lot of freedom to put their ideas forward, discuss them and give chances to those that have the most potential to be completed and published .
alex parizeau usually, that’s not even necessary since there often is a down time of a month or a month and a half when you join a project, and that’s the time people use to propose their ideas. others use the time to train certain skills or develop their skills in some way, and that’s something ubisoft is happy to support. we encourage our employees and allow them to use the gap between projects to invest time in themselves – no matter if they want to learn something new, build prototypes based on their ideas or even improve tools they have been frustrated with during a production because a program didn’t work the way they wanted, and then they make that their project during the down time .
the entire aspect of how we work with other studios and how knowledge is shared with events like udc is extremely exciting for us. since we’re a lot smaller than montreal, employees who start working for us have the chance to very quickly switch from one brand to the other, test different engines and pipelines etc. , and that’s a great benefit for our teams. sometimes people join our studio who had already worked on splinter cell, assassin’s creed or far cry and share their experience with our teams. our employees also meet a lot of people from the ubisoft family. that’s of course good for the personal growth of every individual and it gives us the opportunity to combine this experience and use it for our own projects at a later stage .
alex parizeau it’s not necessarily about pitching. what we’re trying to do is to establish collaboration as a philosophy for creating great games and great teams by building long - term relationships between the studios and brands. one of the key elements for successful collaboration is building up trust. in toronto, e. g. , we’ve been involved in the »far cry« series and have just finished a project. when we started the collaboration it was all about building the expertise and skills it takes to support the main studio in the best possible way. this process takes some time, but at the end of the day it brings more value than to simply work on that one project and then switch to the next. so it’s more about building strategic partnerships between teams that we see evolve in the long term as the studios are growing and as the brand is evolving .
a recent job posting suggests the lead studio on splinter cell: blacklist is working on a brand new aaa ip .
a member of the studio tweeted out a job posting calling for a senior game designer with aaa experience to work on a
new ip .
new sr. game designer with 3cs expertise on a new ip here @ ubisofttoronto - must have aaa game exp. urltoken
read ign' s splinter cell: blacklist review to learn more about being very, very sneaky .
cassidee is a freelance writer and the co - host of a podcast about freelancing. you can chat with her about that and all other things geeky on twitter .
it basically depends a little on where those brands were originated. let’s take assassin’s creed: it started in montreal and later quebec joined supporting the team here and there; so because of that long - term partnership they eventually got the chance to make their own »assassin’s creed« game. our partnership with the far cry brand started with far cry 4, so now we were also involved in far cry primal, and obviously we would like to be part of the brand on a long - term basis. the collaboration with other studios is a strategic decision and depends on which teams are interested in working with you or can offer experience, but also where we see a long - term fit .
alex parizeau that’s obviously a rather complex task and something we developed over time. the way it is typically set up is to have a lead team in a studio, and usually the lead time will have a team dedicated to support other studios. for example, they make sure that communication is running smoothly and questions are answered quickly. sometimes we have collaborations between teams in different time zones, so it can be tricky to coordinate. maybe the most important part is the very beginning when we start to decide what the different teams will be responsible for; trying to identify a good, strong and interesting mandate is the key as we found out over time. it’s about finding the right balance between something the team can be motivated by and can take full responsibility for, where they can be creative, express themselves and bring something to the game. on the other hand, it needs to be something the leadership team can still oversee, making sure that a title in the end still matches the overall vision of the game. we have experimented with a number of approaches. when you try to be more directive and make the teams feel like an outsourced agency, it doesn’t work so well. instead we try to entrust each team with a task that makes them feel responsible for something that is significant in the game. this motivates the team members and boosts their creativity .
that’s only one example of how a game can benefit from granting the individual teams enough space for creativity. but as i said, the usual set - up is to have a lead team, a collaboration team within that lead team that connects all the studios, and then within the studios we are split up in smaller teams of about 60 to 100 people that work on something very specific, but still with plenty of room for expression. and then we’re basically going back and forth, working on milestones, communicating and making sure we have the best success .
usually, a few months before the end of the project, we have conversations with all of our employees where we present them with some options they could be working on next or projects for which we would need their expertise. so our employees always have the chance to choose what they’re interested in .
»our employees always have the chance to choose to do what they’re interested in. «
you just mentioned udc. in your opinion, what is the biggest benefit of sending employees to udc instead of, let’s say, gdc ?
alex parizeau one of the biggest, obvious advantages is the fact that it is an internal event. there’s absolutely nothing that needs to be kept confidential. we can be completely open about everything: what we’re working on, which challenges we’re trying to complete, and the speeches, too, can be much deeper. another benefit is that often we are involved in the same brands or projects and can therefore discuss things we’re all concerned with. we are very ambitious about open - world games and other very specific things and problems we try to solve, which is why it’s a great opportunity to meet here and do it together .
of course, with all those collaborations going on between the studios it also helps to see somebody face - to - face from time to time since it boosts the relationship. if you go to gdc, you obviously meet a lot of people, but you usually don’t work with them on a regular basis, while here you meet people you are involved with for the next few years, working with them every week and every day .
alex parizeau why should that slow down the process? usually the opposite is the case: it inspires people because a speech might trigger one idea or the other which nobody thought of before. for example, when i attend gdc and see something which i might not even agree with, it always makes me think about it and i try to figure out what my opinion actually is, or i start talking about it to others. and that’s what i find to be extremely motivating and energizing, and i think that udc serves the same purpose. here you are surrounded by a lot of competent peers who inspire each other or, if they don’t agree, challenge the other ideas or opinions, which might again produce new ideas. i’m convinced that it’s critical for innovation that this process happens. we need people to share their ideas and discuss them with others .
the size and scope of projects has increased significantly, also in the industry in general. teams got bigger and that’s why collaboration became a big thing. but that’s also something that makes our productions so successful .
our employees always have the chance to choose to do what they’re interested in .
alex parizeau that’s the million - dollar question. everyone is wondering if vr is going to be the next big thing. i have rarely seen more passionate debates about a technology, so i’m assuming that vr is going to be relevant in one way or the other. but the actual question is which place it will take in the entertainment industry since it can’t be all about games, but more how vr can be used for a broader audience. i think vr is going to have a slow build because people are waiting for the devices to become available so they can experiment and play with them. i don’t think though it will replace traditional entertainment as we know it, but rather find its own niche where we will get to experience incredible things. wearing one of these headsets alone – this feeling of presence – is just unbelievable. the space around you disappears within seconds, and that’s something you don’t feel with the traditional types of entertainment. we’re trying as well to produce immersive entertainment and give the players the feeling of living in a different world, but vr is the missing piece here. at the same time the technology poses a lot of new challenges, especially with regard to the controls and the movement within the virtual world. i think a lot of problems around motion sickness that still exist today are related to input methods, and it’s up to us to find out not only how to give the player the feeling of presence in the game world, but also to find ways to actually create this presence. so far, nobody has found an answer to that yet, so we still need to experiment a lot .
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when starlink: battle for atlas launches on october 16, a familiar face will join the nintendo switch version. ace pilot…
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fox mccloud fits right into space shooter starlink — and we got to play with the cool - as - heck star fox figures the game comes with .
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starlink: battle for atlas has the tricky business of toys - to - life down to a fine art. read our cover feature in e321, on sale now :
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for employees only, free membership, treadmills, stationary bikes, stairmasters, instructor - led classes (yoga, boot camp, kickboxing), rowing machines, weights, shower facilities, elliptical machine (gym was named ubi. fit through a studio - wide contest that allowed employees to suggest and vote on the winning name )
employee sports teams, casual dress (e. g. jeans) daily, music while working
employee assistance (eap) plan, semi - private hospital room, physiotherapy, medical travel insurance, homecare, medical equipment and supplies, massage therapy, nutrition planning, podiatrist, osteopathy, chiropractor, alternative coverage (e. g. accupuncture, naturopathy )
individual performance bonuses, on - the - spot rewards, long - service awards, tailored and unique rewards (i. e. travel), first playable publishable bonus, exceptional gold master bonus (to encourage teams to develop games of superior quality), profitability premium production bonus (for games that meet commercial targets), profitability support staff bonus to recognize employees and team contributions, distinction and recognition bonus for support staff
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after over a year of development in secret, on monday the local studio unveiled its latest and riskiest game — starlink: battle for atlas — at its parent company’s news conference in los angeles at e3, north america’s largest video - game show .
it belongs to a games category called toys - to - life, which includes the likes of the skylanders series and lego dimensions, where players collect physical toys that usually sit on a portal and then are playable in the video game on the tv screen. in starlink ’s case, intricate, customizable models of spaceships attach onto controllers that then appear on screen as the player’s vehicle .
starlink is a vehicular combat game, where the ships hover near the ground on planets, fly in the atmosphere or dogfight in space. the toys can be customized at any point — change a weapon on the toy and it will instantly appear in the game. or swap one ships with another, or create franken - ships from parts of several .
“we wanted to create this really on - the - fly experimentation, with adaptation and creativity in the game, ” says rose. “so, for example, if you’re taking on an ice enemy, you can switch out your gun for a flame - thrower. ”
the ships’ design has a very slick look and feel, while the pilots are rendered in a more cartoony style. the game will feature seven massive worlds to explore with the vehicles — the first one in the prototype features giant dinosaur - like creatures roaming across a vast wasteland .
some of the prototype toys are very cool looking but would - be players will have to wait: starlink is at pre - alpha stage, meaning it is still fairly early on in development, and it won’t come out until fall 2018. for now, the team is just excited for the world to see what they’re working on — and proud of this entirely local creation .
what would become starlink was an idea that kept nagging at the team: in an early prototype, a small lego spaceship sat upon circuit boards duct taped to a wii remote controller, which rose describes as the game’s “humble beginnings. ”
he adds that when the team started talking about the idea with colleagues, all the pieces started falling into place — for example, they found employees at the studio with industrial - design backgrounds who could help build prototypes .
there is still a lot unknown or undecided about starlink. the game will likely come with one spaceship toy, but it’s not known how much it might cost. no one can say yet how much additional ships might be, and as any parent who got sucked into skylanders knows, the collect - them - all mentality can definitely add up .
the team has had several playtests, and while the game is aimed at a younger audience, the slick looking toys do feel less strictly kid - oriented than some of starlink ’s toys - to - life competitors .
“you can kind of see the kids pick up and play with the toys, which are just really cool, and then you can see the dad’s kind of wanting to get in there and play with them too, ” says ebanks.
ubisoft toronto inc. is a subsidiary of french video game developer ubisoft located in toronto , ontario . founded in 2010 , ubisoft toronto was officially announced on 6 july 2009 , with the studio location being officially confirmed on 4 december 2009 . led by assassin 's creed producer jade raymond , the studio developed tom clancy 's splinter cell : blacklist , the most recent installment of the splinter cell series , in conjunction with ubisoft montreal . in november 2011 it was revealed that the studio would be supporting the development of the new rainbow six game . pc gamers and pc gaming communities around the world praised them by saying that the pc version was one of the most optimized aaa games recently , while other recently released games from ubisoft , namely assassin 's creed unity and ghost recon : future soldier , reportedly faced severe performance issues and bugs . in july 2015 , ubisoft toronto announced that the studio is developing a new aaa intellectual property . in 2017 , during the ubisoft e3 conference the new ip was revealed to be starlink : battle for atlas , due for release in the fall of 2018 . 
ubisoft toronto inc. is a subsidiary of french video game developer ubisoft located in toronto, ontario. founded in 2010, ubisoft toronto was officially announced on 6 july 2009, with the studio location being officially confirmed on 4 december 2009. led by assassin's creed producer jade raymond, the studio developed tom clancy's splinter cell: blacklist, the most recent installment of the splinter cell series, in conjunction with ubisoft montreal. in november 2011 it was revealed that the studio would be supporting the development of the new rainbow six game. pc gamers and pc gaming communities around the world praised them by saying that the pc version was one of the most optimized aaa games recently, while other recently released games from ubisoft, namely assassin's creed unity and ghost recon: future soldier, reportedly faced severe performance issues and bugs. in july 2015, ubisoft toronto announced that the studio is developing a new aaa intellectual property. in 2017, during the ubisoft e3 conference the new ip was revealed to be starlink: battle for atlas, due for release in the fall of 2018.
ubisoft toronto inc. is a subsidiary of french video game developer ubisoft located in toronto, ontario. founded in 2010, ubisoft toronto was officially announced on 6 july 2009, with the studio location being officially confirmed on 4 december 2009. led by assassin's creed producer jade raymond, the studio developed tom clancy's splinter cell: blacklist, the most recent installment of the splinter cell series, in conjunction with ubisoft montreal. in november 2011 it was revealed that the studio would be supporting the development of the new rainbow six game. pc gamers and pc gaming communities around the world praised them by saying that the pc version was one of the most optimized aaa games recently, while other recently released games from ubisoft, namely assassin's creed unity and ghost recon: future soldier, reportedly faced severe performance issues and bugs. in july 2015, ubisoft toronto announced that the studio is developing a new aaa intellectual property. in 2017, during the ubisoft e3 conference the new ip was revealed to be starlink: battle for atlas, due for release in the fall of 2018.